#W# Getting things ready for the Virtue system. Added Virtue Tome.

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WarrentyExpired 2026-07-22 11:22:52 -04:00
parent 1e2b82b64b
commit d93e61a058

122
Scripts/Items/VirtueTome.cs Normal file
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using System;
using Server;
using Server.Gumps;
using Server.Network;
using Server.Mobiles;
namespace Server.Items
{
public class VirtueTome : Item
{
[Constructable]
public VirtueTome() : base( 0x2259 ) // Standard spellbook graphic
{
Name = "A Tome of Virtues";
Hue = 1174; // A nice bright gold/yellow hue
Weight = 1.0;
LootType = LootType.Blessed; // So they don't lose their travel hub on death
}
public VirtueTome( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
return;
}
if ( from is PlayerMobile )
{
from.CloseGump( typeof( VirtueTomeGump ) );
from.SendGump( new VirtueTomeGump( (PlayerMobile)from, this ) );
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class VirtueTomeGump : Gump
{
private PlayerMobile m_From;
private VirtueTome m_Tome;
private int m_TravelCost = 15; // <--- SET YOUR VIRTUE POINT COST HERE
// 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( 3743, 931, 2 ), // Sacrifice
new Point3D( 1010, 1849, 5 ), // Spirituality
new Point3D( 1250, 3410, 1 ) // Valor
};
public VirtueTomeGump( PlayerMobile from, VirtueTome tome ) : base( 50, 50 )
{
m_From = from;
m_Tome = tome;
AddPage( 0 );
AddBackground( 0, 0, 300, 380, 5054 );
AddHtml( 10, 10, 280, 20, "<CENTER>The Shrines of Virtue</CENTER>", false, false );
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] );
y += 30;
}
}
public override void OnResponse( NetState sender, RelayInfo info )
{
int button = info.ButtonID;
if ( button >= 1 && button <= 8 )
{
int index = button - 1;
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 );
}
else
{
m_From.SendMessage( 33, "You do not have enough Virtue Points to travel." );
}
}
}
}
}