Files
abysmal-isle/Scripts/Services/XmlSpawner/XmlSpawner Core/XmlAttachments/XmlSkill.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

203 lines
5.8 KiB
C#

using System;
using Server;
using Server.Items;
using Server.Network;
using Server.Mobiles;
namespace Server.Engines.XmlSpawner2
{
public class XmlSkill : XmlAttachment
{
private string m_Word = null; // not speech activated by default
private TimeSpan m_Duration = TimeSpan.FromMinutes(30.0); // 30 min default duration for effects
private int m_Value = 10; // default value of 10
private SkillName m_Skill;
// note that support for player identification requires modification of the identification skill (see the installation notes for details)
private bool m_Identified = false; // optional identification flag that can suppress application of the mod until identified when applied to items
private bool m_RequireIdentification = false; // by default no identification is required for the mod to be activatable
[CommandProperty( AccessLevel.GameMaster )]
// this property can be set allowing individual items to determine whether they must be identified for the mod to be activatable
public bool RequireIdentification { get { return m_RequireIdentification; } set {m_RequireIdentification = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int Value { get { return m_Value; } set { m_Value = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public SkillName Skill { get { return m_Skill; } set { m_Skill = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan Duration { get { return m_Duration; } set { m_Duration = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public string ActivationWord { get { return m_Word; } set { m_Word = value; } }
// These are the various ways in which the message attachment can be constructed.
// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword
// Other overloads could be defined to handle other types of arguments
// a serial constructor is REQUIRED
public XmlSkill(ASerial serial) : base(serial)
{
}
[Attachable]
public XmlSkill(string name, string skill)
{
Name = name;
try
{
m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
}
catch {}
}
[Attachable]
public XmlSkill(string name, string skill, int value)
{
Name = name;
try
{
m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
}
catch {}
m_Value = value;
}
[Attachable]
public XmlSkill(string name, string skill, int value, double duration)
{
Name = name;
try
{
m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
}
catch {}
m_Value = value;
m_Duration = TimeSpan.FromMinutes(duration);
}
[Attachable]
public XmlSkill(string name, string skill, int value, double duration, string word)
{
Name = name;
try
{
m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
}
catch {}
m_Value = value;
m_Duration = TimeSpan.FromMinutes(duration);
m_Word = word;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize(writer);
writer.Write( (int) 0 );
// version 0
writer.Write(m_Word);
writer.Write((int)m_Skill);
writer.Write(m_Value);
writer.Write(m_Duration);
writer.Write(m_RequireIdentification);
writer.Write(m_Identified);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
// version 0
m_Word = reader.ReadString();
m_Skill = (SkillName) reader.ReadInt();
m_Value = reader.ReadInt();
m_Duration = reader.ReadTimeSpan();
m_RequireIdentification = reader.ReadBool();
m_Identified = reader.ReadBool();
}
public override string OnIdentify(Mobile from)
{
if(AttachedTo is BaseArmor || AttachedTo is BaseWeapon)
{
// can force identification before the skill mods can be applied
if(from != null && from.AccessLevel == AccessLevel.Player)
{
m_Identified = true;
}
return String.Format("activated by {0} : skill {1} mod of {2} when equipped",m_Word, m_Skill, m_Value);
}
else
{
return String.Format("activated by {0} : skill {1} mod of {2} lasting {3} mins",m_Word, m_Skill, m_Value, m_Duration.TotalMinutes);
}
}
public override bool HandlesOnSpeech { get { return true; } }
public override void OnSpeech(SpeechEventArgs e )
{
base.OnSpeech(e);
if(e.Mobile == null || e.Mobile.AccessLevel > AccessLevel.Player) return;
// dont respond to other players speech if this is attached to a mob
if(AttachedTo is Mobile && (Mobile)AttachedTo != e.Mobile) return;
if(e.Speech == m_Word)
{
OnTrigger(null, e.Mobile);
}
}
public override void OnAttach()
{
base.OnAttach();
// apply the mod immediately
if(AttachedTo is Mobile && m_Word == null)
{
OnTrigger(null, (Mobile)AttachedTo);
// and then remove the attachment
Timer.DelayCall(TimeSpan.Zero, new TimerCallback(Delete));
//Delete();
}
else
if(AttachedTo is Item && m_Word == null)
{
// no way to activate if it is on an item and is not speech activated so just delete it
Delete();
}
}
public override void OnTrigger(object activator, Mobile m)
{
if(m == null || (RequireIdentification && !m_Identified)) return;
if((AttachedTo is BaseArmor || AttachedTo is BaseWeapon) && (((Item)AttachedTo).Layer != Layer.Invalid))
{
// when activated via speech will apply mod when equipped by the speaker
SkillMod sm = new EquipedSkillMod( m_Skill, true, m_Value, (Item)AttachedTo, m );
m.AddSkillMod( sm );
// and then remove the attachment
Delete();
}
else
{
// when activated it will apply the skill mod that will last for the specified duration
SkillMod sm = new TimedSkillMod( m_Skill, true, m_Value, m_Duration );
m.AddSkillMod( sm );
// and then remove the attachment
Delete();
}
}
}
}