246 lines
6.5 KiB
C#
246 lines
6.5 KiB
C#
using System;
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using Server.Engines.Craft;
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using Server.Mobiles;
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namespace Server.Items
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{
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public enum ClockworkType
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{
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Wolf = 0,
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Scorpion = 1,
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Vollem = 2,
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}
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[Flipable(0x1EA8, 0x1EAC)]
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public class ModifiedClockworkAssembly : Item, ICraftable
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{
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private class GolemInfo
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{
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readonly int m_Slots;
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readonly Type[] m_Types;
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readonly int[] m_Amounts;
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readonly int[] m_MsgIds;
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public int Slots
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{
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get
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{
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return m_Slots;
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}
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}
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public Type[] Types
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{
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get
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{
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return m_Types;
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}
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}
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public int[] Amounts
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{
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get
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{
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return m_Amounts;
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}
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}
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public int[] MsgIds
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{
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get
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{
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return m_MsgIds;
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}
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}
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public GolemInfo(int slots, Type[] types, int[] amounts, int[] msgids)
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{
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m_Slots = slots;
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m_Types = types;
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m_Amounts = amounts;
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m_MsgIds = msgids;
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}
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}
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private static readonly GolemInfo[] m_Info =
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{
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// Clockwork Leather Wolf
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new GolemInfo(1,
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new Type[] { typeof(Leather), typeof(OilFlask) },
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new int[] { 100, 1 },
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new int[] { 1113058, 1113059 }),
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// ClockWork Scorpion
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new GolemInfo(1,
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new Type[] { typeof(BronzeIngot), typeof(Gears) },
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new int[] { 100, 10 },
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new int[] { 1113060, 1113061 }),
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// Vollem
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new GolemInfo(2,
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new Type[] { typeof(BronzeIngot), typeof(WhiteScales) },
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new int[] { 50, 25 },
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new int[] { 1113060, 1113062 })
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};
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private ClockworkType m_Type;
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[CommandProperty(AccessLevel.GameMaster)]
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public ClockworkType Type
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{
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get
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{
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return m_Type;
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}
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set
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{
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m_Type = value;
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InvalidateProperties();
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}
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}
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public override int LabelNumber
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{
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get
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{
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return (1113031 + (int)m_Type);
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}
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}
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[Constructable]
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public ModifiedClockworkAssembly()
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: this(ClockworkType.Wolf)
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{
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}
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[Constructable]
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public ModifiedClockworkAssembly(ClockworkType type)
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: base(0x1EA8)
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{
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m_Type = type;
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Weight = 5.0;
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}
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public ModifiedClockworkAssembly(Serial serial)
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: base(serial)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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PlayerMobile pm = from as PlayerMobile;
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if (null == pm)
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return;
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if (!pm.MechanicalLife)
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{
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from.SendLocalizedMessage(1113034); // You haven't read the Mechanical Life Manual. Talking to Sutek might help!
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}
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1071944); // The clockwork assembly must be in your backpack to construct a golem.
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return;
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}
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double tinkerSkill = from.Skills[SkillName.Tinkering].Value;
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if (tinkerSkill < 60.0)
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{
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from.SendLocalizedMessage(1113054); // You must be a Journeyman or higher Tinker to construct a mechanical pet.
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return;
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}
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if ((int)m_Type > m_Info.Length)
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return;
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GolemInfo ginfo = m_Info[(int)m_Type];
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if ((from.Followers + ginfo.Slots) > from.FollowersMax)
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{
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from.SendLocalizedMessage(1049607); // You have too many followers to control that creature.
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return;
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}
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Container pack = from.Backpack;
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if (pack == null)
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return;
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// check array length to prevent errors
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if (ginfo.Types.Length != ginfo.Amounts.Length)
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return;
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int res = pack.ConsumeTotal(ginfo.Types, ginfo.Amounts);
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if (res >= 0)
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{
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// send message, if valid index
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if (res < ginfo.MsgIds.Length)
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from.SendLocalizedMessage(ginfo.MsgIds[res]); // You need _____ to construct a mechanical pet.
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return;
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}
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BaseCreature bc = null;
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switch (m_Type)
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{
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case ClockworkType.Scorpion:
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bc = new ClockworkScorpion();
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break;
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case ClockworkType.Wolf:
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bc = new LeatherWolf();
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break;
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case ClockworkType.Vollem:
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bc = new Vollem();
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break;
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}
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if (null != bc && bc.SetControlMaster(from))
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{
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Delete();
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bc.MoveToWorld(from.Location, from.Map);
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from.PlaySound(0x241);
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1);
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writer.Write((int)m_Type);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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m_Type = (ClockworkType)reader.ReadInt();
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break;
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}
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}
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#region ICraftable Members
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public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, ITool tool, CraftItem craftItem, int resHue)
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{
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switch (craftItem.NameNumber)
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{
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default:
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case 1113031:
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m_Type = ClockworkType.Wolf;
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break;
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case 1113032:
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m_Type = ClockworkType.Scorpion;
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break;
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case 1113033:
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m_Type = ClockworkType.Vollem;
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break;
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}
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return quality;
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}
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#endregion
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}
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}
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