#W# Creating rewards for quests.
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5 changed files with 335 additions and 3 deletions
105
Scripts/Quests/Rewards/ScavagerCoin.cs
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105
Scripts/Quests/Rewards/ScavagerCoin.cs
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using System;
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using Server;
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using Server.Mobiles;
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namespace Server.Items
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{
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public class ScavengersCoin : Item
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{
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private DateTime m_NextUse;
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime NextUse
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{
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get { return m_NextUse; }
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set { m_NextUse = value; }
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}
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[Constructable]
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public ScavengersCoin() : base( 0x1096 )
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{
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Name = "Scavenger's Coin";
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Weight = 1.0;
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Hue = 1175; // A shadowy charcoal hue to fit the stealth theme
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}
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public override void OnDoubleClick( Mobile from )
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{
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// 1. Must be in their backpack
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if ( !IsChildOf( from.Backpack ) )
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{
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from.SendLocalizedMessage( 1042001 ); // "That must be in your pack for you to use it."
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return;
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}
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if ( DateTime.UtcNow < m_NextUse )
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{
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TimeSpan wait = m_NextUse - DateTime.UtcNow;
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from.SendMessage( 33, String.Format( "You must wait {0} minutes and {1} seconds before using this again.", wait.Minutes, wait.Seconds ) );
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return;
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}
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SkillMod hideMod = new DefaultSkillMod( SkillName.Hiding, true, 100.0 );
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SkillMod stealthMod = new DefaultSkillMod( SkillName.Stealth, true, 100.0 );
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from.Hidden = true;
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from.UseSkill( SkillName.Stealth );
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from.AddSkillMod( hideMod );
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from.AddSkillMod( stealthMod );
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m_NextUse = DateTime.UtcNow + TimeSpan.FromMinutes( 5 );
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from.PlaySound( 0x3CA );
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from.FixedParticles( 0x376A, 9, 32, 5005, EffectLayer.Waist );
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from.SendMessage( 63, "You flip the coin and are enveloped in unnatural shadows for 60 seconds." );
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new ScavengerTimer( from, hideMod, stealthMod ).Start();
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}
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// --- The Custom Countdown Timer ---
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private class ScavengerTimer : Timer
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{
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private Mobile m_Mobile;
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private SkillMod m_HideMod;
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private SkillMod m_StealthMod;
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public ScavengerTimer( Mobile m, SkillMod hide, SkillMod stealth ) : base( TimeSpan.FromSeconds( 60 ) )
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{
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m_Mobile = m;
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m_HideMod = hide;
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m_StealthMod = stealth;
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// Priority dictates how strictly the server keeps track of this timer on the main thread
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Priority = TimerPriority.OneSecond;
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}
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protected override void OnTick()
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{
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// When 60 seconds are up, this code fires
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if ( m_Mobile != null )
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{
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m_Mobile.RemoveSkillMod( m_HideMod );
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m_Mobile.RemoveSkillMod( m_StealthMod );
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m_Mobile.SendMessage( 33, "The magical shadows fade away, returning your skills to normal." );
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}
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}
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}
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public ScavengersCoin( 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) 0 ); // version
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// We save the cooldown time so players can't just log out and back in to reset it
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writer.Write( m_NextUse );
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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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m_NextUse = reader.ReadDateTime();
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}
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}
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}
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