99 lines
2.0 KiB
C#
99 lines
2.0 KiB
C#
using System;
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using Server;
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using Server.Items;
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using Server.Network;
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using Server.Mobiles;
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using System.Collections;
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namespace Server.Engines.XmlSpawner2
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{
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public class XmlAddFame : XmlAttachment
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{
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private int m_DataValue; // default data
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[CommandProperty( AccessLevel.GameMaster )]
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public int Value { get{ return m_DataValue; } set { m_DataValue = value; } }
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// These are the various ways in which the message attachment can be constructed.
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// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
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// Other overloads could be defined to handle other types of arguments
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// a serial constructor is REQUIRED
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public XmlAddFame(ASerial serial) : base(serial)
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{
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}
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[Attachable]
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public XmlAddFame( int value)
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{
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Value = value;
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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) 0 );
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// version 0
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writer.Write(m_DataValue);
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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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// version 0
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m_DataValue = reader.ReadInt();
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}
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public override void OnAttach()
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{
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base.OnAttach();
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// apply the mod
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if(AttachedTo is PlayerMobile)
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{
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// for players just add it immediately
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((Mobile)AttachedTo).Fame += Value;
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((Mobile)AttachedTo).SendMessage("Receive {0}",OnIdentify((Mobile)AttachedTo));
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// and then remove the attachment
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Timer.DelayCall(TimeSpan.Zero, new TimerCallback(Delete));
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//Delete();
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}
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else
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if(AttachedTo is Item)
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{
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// dont allow item attachments
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Delete();
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}
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}
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public override bool HandlesOnKilled { get { return true; } }
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public override void OnKilled(Mobile killed, Mobile killer )
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{
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base.OnKilled(killed, killer);
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if(killer == null) return;
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killer.Fame += Value;
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killer.SendMessage("Receive {0}",OnIdentify(killer));
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}
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public override string OnIdentify(Mobile from)
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{
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return String.Format("{0} Fame", Value);
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}
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}
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}
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