#W# Initial Commit: Avatars Conquest
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180
Scripts/Items/Rares/SkeletonKeys.cs
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180
Scripts/Items/Rares/SkeletonKeys.cs
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using System;
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using Server.Network;
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using Server.Targeting;
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using Server.Items;
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using Server.Regions;
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namespace Server.Items
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{
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public class SkeletonKeys : Item
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{
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[Constructable]
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public SkeletonKeys() : base( 0x176B )
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{
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Name = "skeleton keys";
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Uses = Utility.RandomMinMax( 3, 10 );
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UsesMax = Uses;
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}
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public SkeletonKeys( Serial serial ) : base( serial )
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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 ); // version
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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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}
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public override void OnDoubleClick( Mobile from )
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{
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from.SendMessage( "What do you want to the keys on?" );
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from.Target = new InternalTarget( this );
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}
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public override void AddNameProperty( ObjectPropertyList list )
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{
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base.AddNameProperty( list );
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if ( Uses > 0 )
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{
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if ( Uses > 1 )
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list.Add( 1062518, "{0}", Uses );
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else
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list.Add( 1062519, "{0}", Uses );
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}
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}
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private class InternalTarget : Target
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{
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private SkeletonKeys m_Item;
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public InternalTarget( SkeletonKeys item ) : base( 1, false, TargetFlags.None )
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{
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m_Item = item;
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}
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protected override void OnTarget( Mobile from, object targeted )
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{
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if ( m_Item.Deleted )
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return;
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if ( targeted is LootChest )
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((LootChest)targeted).Setup();
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if ( targeted is BaseDoor && from.Region is DungeonRegion )
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{
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BaseDoor door = (BaseDoor)targeted;
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if ( door.Sealed > DateTime.Now )
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{
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from.PlaySound( 0x241 );
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door.Sealed = DateTime.MinValue;
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door.SendLocalizedMessageTo( from, 502076 );
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}
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else
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{
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from.SendLocalizedMessage( 502069 ); // This does not appear to be locked
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}
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}
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else if ( targeted is ILockpickable )
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{
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Item item = (Item)targeted;
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from.Direction = from.GetDirectionTo( item );
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if ( ((ILockpickable)targeted).Locked )
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{
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from.PlaySound( 0x241 );
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new InternalTimer( from, (ILockpickable)targeted, m_Item ).Start();
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}
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else
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{
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// The door is not locked
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from.SendLocalizedMessage( 502069 ); // This does not appear to be locked
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}
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}
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else
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{
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from.SendLocalizedMessage( 501666 ); // You can't unlock that!
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}
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}
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private class InternalTimer : Timer
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{
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private Mobile m_From;
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private ILockpickable m_Item;
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private SkeletonKeys m_SkeletonKeys;
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public InternalTimer( Mobile from, ILockpickable item, SkeletonKeys keys ) : base( TimeSpan.FromSeconds( 3.0 ) )
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{
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m_From = from;
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m_Item = item;
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m_SkeletonKeys = keys;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected void BrokeSkeletonKeysTest()
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{
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// When failed, a 25% chance to break the SkeletonKeys
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if ( Utility.Random( 4 ) == 0 )
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{
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Item item = (Item)m_Item;
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m_From.SendMessage( "You broke one of the keys!" );
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m_From.PlaySound( 0x3A4 );
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m_SkeletonKeys.Uses--;
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if ( m_SkeletonKeys.Uses < 1 )
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m_SkeletonKeys.Delete();
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}
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}
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protected override void OnTick()
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{
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Item item = (Item)m_Item;
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if ( !m_From.InRange( item.GetWorldLocation(), 1 ) )
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return;
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if ( m_Item.LockLevel == 0 || m_Item.LockLevel == -255 )
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{
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// LockLevel of 0 means that the door can't be picklocked
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// LockLevel of -255 means it's magic locked
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m_From.SendMessage( "This lock cannot be unlocked by normal means." );
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return;
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}
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if ( (m_From.Skills[SkillName.Lockpicking].Value+20) < m_Item.RequiredSkill )
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{
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/*
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// Do some training to gain skills
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m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/
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// The LockLevel is higher thant the Lockpicking of the player
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item.SendLocalizedMessageTo( m_From, 502072 ); // You don't see how that lock can be manipulated.
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return;
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}
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if ( m_From.CheckTargetSkill( SkillName.Lockpicking, m_Item, m_Item.LockLevel-20, m_Item.MaxLockLevel-20 ) )
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{
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// Success! Pick the lock!
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m_From.SendMessage( "The lock opens with the keys." );
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m_From.PlaySound( 0x4A );
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m_Item.LockPick( m_From );
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}
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else
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{
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// The player failed to pick the lock
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BrokeSkeletonKeysTest();
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m_From.SendMessage( "You are unable to unlock this." );
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}
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}
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}
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}
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}
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}
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