#W# Virtue Tome and Shrines fast travel system done.

This commit is contained in:
WarrentyExpired 2026-07-22 12:21:14 -04:00
parent d93e61a058
commit 897f9006a4
4 changed files with 382 additions and 13 deletions

View file

@ -0,0 +1,239 @@
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
namespace Server.Items
{
public class ShrineController : Item
{
private VirtueName m_Shrine;
[CommandProperty( AccessLevel.GameMaster )]
public VirtueName Shrine
{
get { return m_Shrine; }
set { m_Shrine = value; InvalidateProperties(); }
}
[Constructable]
public ShrineController() : this( VirtueName.Compassion )
{
}
[Constructable]
public ShrineController( VirtueName shrine ) : base( 0x1BC3 )
{
m_Shrine = shrine;
Name = shrine.ToString() + " Shrine Controller";
Movable = false;
Visible = false;
}
public ShrineController( Serial serial ) : base( serial )
{
}
public override bool HandlesOnSpeech { get { return true; } }
public override void OnSpeech( SpeechEventArgs e )
{
if ( e.Handled || !e.Mobile.InRange( this.GetWorldLocation(), 5 ) )
return;
string speech = e.Speech.ToLower().Trim();
string mantra = GetMantra( m_Shrine );
if ( speech == mantra )
{
PlayerMobile pm = e.Mobile as PlayerMobile;
if ( pm != null )
{
foreach ( Item item in pm.Backpack.Items )
{
if ( item is VirtueSigil && ((VirtueSigil)item).Shrine == m_Shrine )
{
pm.SendMessage( 33, "You already possess the sigil for this shrine." );
return;
}
}
pm.SendMessage( 63, "The shrine recognizes your devotion and grants you a sigil!" );
pm.PlaySound( 0x244 );
Effects.SendLocationParticles( EffectItem.Create( pm.Location, pm.Map, EffectItem.DefaultDuration ), 0x376A, 10, 10, 2023 );
pm.AddToBackpack( new VirtueSigil( m_Shrine ) );
e.Handled = true;
}
}
}
private string GetMantra( VirtueName virtue )
{
switch ( virtue )
{
case VirtueName.Compassion: return "mu";
case VirtueName.Honesty: return "ahm";
case VirtueName.Honor: return "summ";
case VirtueName.Humility: return "lum";
case VirtueName.Justice: return "beh";
case VirtueName.Sacrifice: return "cah";
case VirtueName.Spirituality: return "om";
case VirtueName.Valor: return "ra";
default: return "om";
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_Shrine );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Shrine = (VirtueName)reader.ReadInt();
}
}
public class CompassionController : ShrineController
{
[Constructable] public CompassionController() : base( VirtueName.Compassion ) { }
public CompassionController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class HonestyController : ShrineController
{
[Constructable] public HonestyController() : base( VirtueName.Honesty ) { }
public HonestyController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class HonorController : ShrineController
{
[Constructable] public HonorController() : base( VirtueName.Honor ) { }
public HonorController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class HumilityController : ShrineController
{
[Constructable] public HumilityController() : base( VirtueName.Humility ) { }
public HumilityController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class JusticeController : ShrineController
{
[Constructable] public JusticeController() : base( VirtueName.Justice ) { }
public JusticeController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class SacrificeController : ShrineController
{
[Constructable] public SacrificeController() : base( VirtueName.Sacrifice ) { }
public SacrificeController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class SpiritualityController : ShrineController
{
[Constructable] public SpiritualityController() : base( VirtueName.Spirituality ) { }
public SpiritualityController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class ValorController : ShrineController
{
[Constructable] public ValorController() : base( VirtueName.Valor ) { }
public ValorController( Serial serial ) : base( serial ) { }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

View file

@ -0,0 +1,56 @@
using System;
using Server;
namespace Server.Items
{
public enum VirtueName
{
Compassion = 0,
Honesty,
Honor,
Humility,
Justice,
Sacrifice,
Spirituality,
Valor
}
public class VirtueSigil : Item
{
private VirtueName m_Shrine;
[CommandProperty( AccessLevel.GameMaster )]
public VirtueName Shrine
{
get { return m_Shrine; }
set { m_Shrine = value; InvalidateProperties(); }
}
[Constructable]
public VirtueSigil( VirtueName shrine ) : base( 0x1F14 )
{
m_Shrine = shrine;
Name = "A Sigil of " + shrine.ToString();
Hue = 1174;
Weight = 1.0;
}
public VirtueSigil( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_Shrine );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Shrine = (VirtueName)reader.ReadInt();
}
}
}

View file

@ -8,24 +8,54 @@ namespace Server.Items
{
public class VirtueTome : Item
{
public bool[] Unlocked = new bool[8];
[Constructable]
public VirtueTome() : base( 0x2259 ) // Standard spellbook graphic
public VirtueTome() : base( 0x22C3 )
{
Name = "A Tome of Virtues";
Hue = 1174; // A nice bright gold/yellow hue
Hue = 1174;
Weight = 1.0;
LootType = LootType.Blessed; // So they don't lose their travel hub on death
LootType = LootType.Blessed;
}
public VirtueTome( Serial serial ) : base( serial )
{
}
public override bool OnDragDrop( Mobile from, Item dropped )
{
if ( dropped is VirtueSigil )
{
VirtueSigil sigil = (VirtueSigil)dropped;
int index = (int)sigil.Shrine;
if ( index >= 0 && index < 8 )
{
if ( Unlocked[index] )
{
from.SendMessage( 33, "This tome already holds the knowledge of that shrine." );
}
else
{
Unlocked[index] = true;
from.SendMessage( 63, "The knowledge of the shrine has been bound to your tome!" );
from.PlaySound( 0x244 );
dropped.Delete();
}
return true;
}
}
return base.OnDragDrop( from, dropped );
}
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
from.SendLocalizedMessage( 1042001 );
return;
}
@ -39,13 +69,26 @@ namespace Server.Items
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) 1 );
for ( int i = 0; i < 8; i++ )
{
writer.Write( Unlocked[i] );
}
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( version >= 1 )
{
for ( int i = 0; i < 8; i++ )
{
Unlocked[i] = reader.ReadBool();
}
}
}
}
@ -53,16 +96,15 @@ namespace Server.Items
{
private PlayerMobile m_From;
private VirtueTome m_Tome;
private int m_TravelCost = 15; // <--- SET YOUR VIRTUE POINT COST HERE
private int m_TravelCost = 15;
// Standard Britannia Shrine Locations
private Point3D[] m_Shrines = new Point3D[]
{
new Point3D( 2487, 1485, 0 ), // Compassion
new Point3D( 4137, 1092, 0 ), // Honesty
new Point3D( 1879, 2823, 1 ), // Honor
new Point3D( 4130, 2999, 0 ), // Humility
new Point3D( 1658, 547, 0 ), // Justice
new Point3D( 1658, 547, 0 ), // Justice
new Point3D( 3743, 931, 2 ), // Sacrifice
new Point3D( 1010, 1849, 5 ), // Spirituality
new Point3D( 1250, 3410, 1 ) // Valor
@ -80,14 +122,22 @@ namespace Server.Items
AddHtml( 10, 40, 280, 20, String.Format( "Available Virtue Points: {0}", from.VirtuePoints ), false, false );
AddHtml( 10, 60, 280, 20, String.Format( "Travel Cost: {0} Points", m_TravelCost ), false, false );
// Shrine Buttons
int y = 90;
string[] shrineNames = { "Compassion", "Honesty", "Honor", "Humility", "Justice", "Sacrifice", "Spirituality", "Valor" };
for ( int i = 0; i < shrineNames.Length; i++ )
{
AddButton( 20, y, 4005, 4007, i + 1, GumpButtonType.Reply, 0 );
AddLabel( 55, y, 0, shrineNames[i] );
// Check if the shrine is unlocked
if ( m_Tome.Unlocked[i] )
{
AddButton( 20, y, 4005, 4007, i + 1, GumpButtonType.Reply, 0 );
AddLabel( 55, y, 0, shrineNames[i] );
}
else
{
// If locked, hide the button and grey out the text
AddLabel( 55, y, 922, shrineNames[i] + " (Locked)" );
}
y += 30;
}
}
@ -100,15 +150,16 @@ namespace Server.Items
{
int index = button - 1;
if ( !m_Tome.Unlocked[index] )
return;
if ( m_From.VirtuePoints >= m_TravelCost )
{
m_From.VirtuePoints -= m_TravelCost;
m_From.SendMessage( 63, "You channel your virtues to step through the ether." );
// Teleport the player
m_From.MoveToWorld( m_Shrines[index], Map.Britannia );
// Play a cool spell effect and sound
Effects.SendLocationParticles( EffectItem.Create( m_From.Location, m_From.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 2023 );
m_From.PlaySound( 0x1FE );
}