75 lines
1.6 KiB
C#
75 lines
1.6 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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namespace Server.Engines.XmlSpawner2
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{
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public class XmlValue : XmlAttachment
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{
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private int m_DataValue;
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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 XmlValue(ASerial serial) : base(serial)
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{
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}
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[Attachable]
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public XmlValue(string name, int value)
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{
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Name = name;
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Value = value;
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}
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[Attachable]
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public XmlValue(string name, int value, double expiresin)
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{
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Name = name;
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Value = value;
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Expiration = TimeSpan.FromMinutes(expiresin);
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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 string OnIdentify(Mobile from)
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{
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if(from == null || from.AccessLevel == AccessLevel.Player) return null;
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if(Expiration > TimeSpan.Zero)
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{
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return String.Format("{2}: Value {0} expires in {1} mins",Value,Expiration.TotalMinutes, Name);
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}
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else
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{
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return String.Format("{1}: Value {0}",Value, Name);
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}
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}
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}
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}
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