#W# Initial Commit: Avatars Conquest
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147
Source/VirtueInfo.txt
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147
Source/VirtueInfo.txt
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/***************************************************************************
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* VirtueInfo.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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namespace Server
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{
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[PropertyObject]
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public class VirtueInfo
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{
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private int[] m_Values;
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public int[] Values
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{
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get
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{
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return m_Values;
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}
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}
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public int GetValue( int index )
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{
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if ( m_Values == null )
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return 0;
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else
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return m_Values[index];
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}
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public void SetValue( int index, int value )
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{
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if ( m_Values == null )
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m_Values = new int[8];
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m_Values[index] = value;
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}
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public override string ToString()
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{
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return "...";
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}
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Humility{ get{ return GetValue( 0 ); } set{ SetValue( 0, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Sacrifice{ get{ return GetValue( 1 ); } set{ SetValue( 1, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Compassion{ get{ return GetValue( 2 ); } set{ SetValue( 2, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Spirituality{ get{ return GetValue( 3 ); } set{ SetValue( 3, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Valor{ get{ return GetValue( 4 ); } set{ SetValue( 4, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Honor{ get{ return GetValue( 5 ); } set{ SetValue( 5, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Justice{ get{ return GetValue( 6 ); } set{ SetValue( 6, value ); } }
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[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
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public int Honesty{ get{ return GetValue( 7 ); } set{ SetValue( 7, value ); } }
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public VirtueInfo()
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{
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}
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public VirtueInfo( GenericReader reader )
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{
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int version = reader.ReadByte();
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switch ( version )
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{
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case 1: //Changed the values throughout the virtue system
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case 0:
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{
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int mask = reader.ReadByte();
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if ( mask != 0 )
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{
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m_Values = new int[8];
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for ( int i = 0; i < 8; ++i )
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if ( (mask & (1 << i)) != 0 )
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m_Values[i] = reader.ReadInt();
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}
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break;
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}
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}
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if( version == 0 )
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{
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Compassion *= 200;
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Sacrifice *= 250; //Even though 40 (the max) only gives 10k, It's because it was formerly too easy
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//No direct conversion factor for Justice, this is just an approximation
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Justice *= 500;
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//All the other virtues haven't been defined at 'version 0' point in time in the scripts.
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}
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}
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public static void Serialize( GenericWriter writer, VirtueInfo info )
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{
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writer.Write( (byte) 1 ); // version
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if ( info.m_Values == null )
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{
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writer.Write( (byte) 0 );
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}
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else
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{
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int mask = 0;
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for ( int i = 0; i < 8; ++i )
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if ( info.m_Values[i] != 0 )
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mask |= 1 << i;
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writer.Write( (byte) mask );
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for ( int i = 0; i < 8; ++i )
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if ( info.m_Values[i] != 0 )
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writer.Write( (int) info.m_Values[i] );
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}
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}
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}
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}
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