using System; using System.Collections; using System.Collections.Generic; using Server.Network; using Server.Engines.Craft; using AMA = Server.Items.ArmorMeditationAllowance; using AMT = Server.Items.ArmorMaterialType; using ABT = Server.Items.ArmorBodyType; namespace Server.Items { public abstract class BaseArmor : Item, IScissorable, ICraftable, IWearableDurability { /* Armor internals work differently now (Jun 19 2003) * * The attributes defined below default to -1. * If the value is -1, the corresponding virtual property is used. * If not, the attribute value itself is used. Here's the list: * - ArmorBase * - StrBonus * - DexBonus * - IntBonus * - StrReq * - DexReq * - IntReq * - MeditationAllowance */ // Instance values. These values must are unique to each armor piece. private int m_MaxHitPoints; private int m_HitPoints; private Mobile m_Crafter; private ArmorQuality m_Quality; private ArmorDurabilityLevel m_Durability; private ArmorProtectionLevel m_Protection; private CraftResource m_Resource; private bool m_PlayerConstructed; // Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts. private int m_ArmorBase = -1; private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1; private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1; private AMA m_Meditate = (AMA)(-1); public virtual bool AllowMaleWearer{ get{ return true; } } public virtual bool AllowFemaleWearer{ get{ return true; } } public abstract AMT MaterialType{ get; } public virtual int RevertArmorBase{ get{ return ArmorBase; } } public virtual int ArmorBase{ get{ return 0; } } public virtual AMA DefMedAllowance{ get{ return AMA.None; } } public virtual AMA UOMedAllowance{ get{ return DefMedAllowance; } } public virtual int UOStrBonus{ get{ return 0; } } public virtual int UODexBonus{ get{ return 0; } } public virtual int UOIntBonus{ get{ return 0; } } public virtual int UOStrReq{ get{ return 0; } } public virtual int UODexReq{ get{ return 0; } } public virtual int UOIntReq{ get{ return 0; } } public virtual bool CanFortify{ get{ return true; } } public override void OnAfterDuped( Item newItem ) { BaseArmor armor = newItem as BaseArmor; if ( armor == null ) return; } [CommandProperty( AccessLevel.GameMaster )] public AMA MeditationAllowance { get{ return ( m_Meditate == (AMA)(-1) ? UOMedAllowance : m_Meditate ); } set{ m_Meditate = value; } } [CommandProperty( AccessLevel.GameMaster )] public int BaseArmorRating { get { if ( m_ArmorBase == -1 ) return ArmorBase; else return m_ArmorBase; } set { m_ArmorBase = value; Invalidate(); } } public double BaseArmorRatingScaled { get { return ( BaseArmorRating * ArmorScalar ); } } public virtual double ArmorRating { get { int ar = BaseArmorRating; if ( m_Protection != ArmorProtectionLevel.Regular ) ar += 10 + (5 * (int)m_Protection); ar += -8 + (8 * (int)m_Quality); return ScaleArmorByDurability( ar ); } } public double ArmorRatingScaled { get { return ( ArmorRating * ArmorScalar ); } } [CommandProperty( AccessLevel.GameMaster )] public int StrBonus { get{ return ( m_StrBonus == -1 ? UOStrBonus : m_StrBonus ); } set{ m_StrBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int DexBonus { get{ return ( m_DexBonus == -1 ? UODexBonus : m_DexBonus ); } set{ m_DexBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int IntBonus { get{ return ( m_IntBonus == -1 ? UOIntBonus : m_IntBonus ); } set{ m_IntBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int StrRequirement { get{ return ( m_StrReq == -1 ? UOStrReq : m_StrReq ); } set{ m_StrReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int DexRequirement { get{ return ( m_DexReq == -1 ? UODexReq : m_DexReq ); } set{ m_DexReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int IntRequirement { get{ return ( m_IntReq == -1 ? UOIntReq : m_IntReq ); } set{ m_IntReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public bool PlayerConstructed { get{ return m_PlayerConstructed; } set{ m_PlayerConstructed = value; } } [CommandProperty( AccessLevel.GameMaster )] public CraftResource Resource { get { return m_Resource; } set { if ( m_Resource != value ) { UnscaleDurability(); m_Resource = value; if (!DefTailoring.IsNonColorable(this.GetType())) { Hue = CraftResources.GetHue(m_Resource); } Invalidate(); InvalidateProperties(); ScaleDurability(); } } } public virtual double ArmorScalar { get { int pos = (int)BodyPosition; if ( pos >= 0 && pos < m_ArmorScalars.Length ) return m_ArmorScalars[pos]; return 1.0; } } [CommandProperty( AccessLevel.GameMaster )] public int MaxHitPoints { get{ return m_MaxHitPoints; } set{ m_MaxHitPoints = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int HitPoints { get { return m_HitPoints; } set { if ( value != m_HitPoints && MaxHitPoints > 0 ) { m_HitPoints = value; if ( m_HitPoints < 0 ) Delete(); else if ( m_HitPoints > MaxHitPoints ) m_HitPoints = MaxHitPoints; InvalidateProperties(); } } } [CommandProperty( AccessLevel.GameMaster )] public Mobile Crafter { get{ return m_Crafter; } set{ m_Crafter = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public ArmorQuality Quality { get{ return m_Quality; } set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); } } [CommandProperty( AccessLevel.GameMaster )] public ArmorDurabilityLevel Durability { get{ return m_Durability; } set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public ArmorProtectionLevel ProtectionLevel { get { return m_Protection; } set { if ( m_Protection != value ) { m_Protection = value; Invalidate(); InvalidateProperties(); } } } public int ComputeStatReq( StatType type ) { int v; if ( type == StatType.Str ) v = StrRequirement; else if ( type == StatType.Dex ) v = DexRequirement; else v = IntRequirement; return Ultima.Scale( v, 100 - GetLowerStatReq() ); } public int ComputeStatBonus( StatType type ) { if ( type == StatType.Str ) return StrBonus; else if ( type == StatType.Dex ) return DexBonus; else return IntBonus; } public virtual int InitMinHits{ get{ return 0; } } public virtual int InitMaxHits{ get{ return 0; } } [CommandProperty( AccessLevel.GameMaster )] public ArmorBodyType BodyPosition { get { switch ( this.Layer ) { default: case Layer.Neck: return ArmorBodyType.Gorget; case Layer.TwoHanded: return ArmorBodyType.Shield; case Layer.Gloves: return ArmorBodyType.Gloves; case Layer.Helm: return ArmorBodyType.Helmet; case Layer.Arms: return ArmorBodyType.Arms; case Layer.InnerLegs: case Layer.OuterLegs: case Layer.Pants: return ArmorBodyType.Legs; case Layer.InnerTorso: case Layer.OuterTorso: case Layer.Shirt: return ArmorBodyType.Chest; } } } public CraftAttributeInfo GetResourceAttrs() { CraftResourceInfo info = CraftResources.GetInfo( m_Resource ); if ( info == null ) return CraftAttributeInfo.Blank; return info.AttributeInfo; } public int GetProtOffset() { switch ( m_Protection ) { case ArmorProtectionLevel.Guarding: return 1; case ArmorProtectionLevel.Hardening: return 2; case ArmorProtectionLevel.Fortification: return 3; case ArmorProtectionLevel.Invulnerability: return 4; } return 0; } public void UnscaleDurability() { int scale = 100 + GetDurabilityBonus(); m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale; m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale; InvalidateProperties(); } public void ScaleDurability() { int scale = 100 + GetDurabilityBonus(); m_HitPoints = ((m_HitPoints * scale) + 99) / 100; m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100; InvalidateProperties(); } public int GetDurabilityBonus() { int bonus = 0; if ( m_Quality == ArmorQuality.Exceptional ) bonus += 20; switch ( m_Durability ) { case ArmorDurabilityLevel.Durable: bonus += 20; break; case ArmorDurabilityLevel.Substantial: bonus += 50; break; case ArmorDurabilityLevel.Massive: bonus += 70; break; case ArmorDurabilityLevel.Fortified: bonus += 100; break; case ArmorDurabilityLevel.Indestructible: bonus += 120; break; } return bonus; } public bool Scissor( Mobile from, Scissors scissors ) { if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack. return false; } CraftSystem system = DefTailoring.CraftSystem; CraftItem item = system.CraftItems.SearchFor( GetType() ); if ( item != null && item.Resources.Count == 1 && item.Resources.GetAt( 0 ).Amount >= 2 ) { try { Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] ); ScissorHelper( from, res, m_PlayerConstructed ? (item.Resources.GetAt( 0 ).Amount / 2) : 1 ); return true; } catch { } } from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything. return false; } private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 }; public static double[] ArmorScalars { get { return m_ArmorScalars; } set { m_ArmorScalars = value; } } public static void ValidateMobile( Mobile m ) { for ( int i = m.Items.Count - 1; i >= 0; --i ) { if ( i >= m.Items.Count ) continue; Item item = m.Items[i]; if ( item is BaseArmor ) { BaseArmor armor = (BaseArmor)item; if ( !armor.AllowMaleWearer && !m.Female && m.AccessLevel < AccessLevel.GameMaster ) { if ( armor.AllowFemaleWearer ) m.SendLocalizedMessage( 1010388 ); // Only females can wear this. else m.SendMessage( "You may not wear this." ); m.AddToBackpack( armor ); } else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster ) { if ( armor.AllowMaleWearer ) m.SendLocalizedMessage( 1063343 ); // Only males can wear this. else m.SendMessage( "You may not wear this." ); m.AddToBackpack( armor ); } } } } public int GetLowerStatReq() { return 0; } public override void OnAdded( object parent ) { if ( parent is Mobile ) { Mobile from = (Mobile)parent; from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed } } public virtual double ScaleArmorByDurability( double armor ) { int scale = 100; if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints ) scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints); return ( armor * scale ) / 100; } protected void Invalidate() { if ( Parent is Mobile ) ((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed } public BaseArmor( Serial serial ) : base( serial ) { } private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf ) { if ( setIf ) flags |= toSet; } private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet ) { return ( (flags & toGet) != 0 ); } [Flags] private enum SaveFlag { None = 0x00000000, MaxHitPoints = 0x00000001, HitPoints = 0x00000002, Crafter = 0x00000004, Quality = 0x00000008, Durability = 0x00000010, Protection = 0x00000020, Resource = 0x00000040, BaseArmor = 0x00000080, StrBonus = 0x00000100, DexBonus = 0x00000200, IntBonus = 0x00000400, StrReq = 0x00000800, DexReq = 0x00001000, IntReq = 0x00002000, MedAllowance = 0x00004000, SkillBonuses = 0x00008000, PlayerConstructed = 0x00010000 } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 7 ); // version SaveFlag flags = SaveFlag.None; SetSaveFlag( ref flags, SaveFlag.MaxHitPoints, m_MaxHitPoints != 0 ); SetSaveFlag( ref flags, SaveFlag.HitPoints, m_HitPoints != 0 ); SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null ); SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != ArmorQuality.Regular ); SetSaveFlag( ref flags, SaveFlag.Durability, m_Durability != ArmorDurabilityLevel.Regular ); SetSaveFlag( ref flags, SaveFlag.Protection, m_Protection != ArmorProtectionLevel.Regular ); SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource ); SetSaveFlag( ref flags, SaveFlag.BaseArmor, m_ArmorBase != -1 ); SetSaveFlag( ref flags, SaveFlag.StrBonus, m_StrBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.DexBonus, m_DexBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.IntBonus, m_IntBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 ); SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 ); SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 ); SetSaveFlag( ref flags, SaveFlag.MedAllowance, m_Meditate != (AMA)(-1) ); SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false ); writer.WriteEncodedInt( (int) flags ); if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) ) writer.WriteEncodedInt( (int) m_MaxHitPoints ); if ( GetSaveFlag( flags, SaveFlag.HitPoints ) ) writer.WriteEncodedInt( (int) m_HitPoints ); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) writer.Write( (Mobile) m_Crafter ); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) writer.WriteEncodedInt( (int) m_Quality ); if ( GetSaveFlag( flags, SaveFlag.Durability ) ) writer.WriteEncodedInt( (int) m_Durability ); if ( GetSaveFlag( flags, SaveFlag.Protection ) ) writer.WriteEncodedInt( (int) m_Protection ); if ( GetSaveFlag( flags, SaveFlag.Resource ) ) writer.WriteEncodedInt( (int) m_Resource ); if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) ) writer.WriteEncodedInt( (int) m_ArmorBase ); if ( GetSaveFlag( flags, SaveFlag.StrBonus ) ) writer.WriteEncodedInt( (int) m_StrBonus ); if ( GetSaveFlag( flags, SaveFlag.DexBonus ) ) writer.WriteEncodedInt( (int) m_DexBonus ); if ( GetSaveFlag( flags, SaveFlag.IntBonus ) ) writer.WriteEncodedInt( (int) m_IntBonus ); if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) writer.WriteEncodedInt( (int) m_StrReq ); if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) writer.WriteEncodedInt( (int) m_DexReq ); if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) writer.WriteEncodedInt( (int) m_IntReq ); if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) ) writer.WriteEncodedInt( (int) m_Meditate ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 7: case 6: case 5: { SaveFlag flags = (SaveFlag)reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) ) m_MaxHitPoints = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.HitPoints ) ) m_HitPoints = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) m_Crafter = reader.ReadMobile(); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) m_Quality = (ArmorQuality)reader.ReadEncodedInt(); else m_Quality = ArmorQuality.Regular; if ( version == 5 && m_Quality == ArmorQuality.Low ) m_Quality = ArmorQuality.Regular; if ( GetSaveFlag( flags, SaveFlag.Durability ) ) { m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt(); if ( m_Durability > ArmorDurabilityLevel.Indestructible ) m_Durability = ArmorDurabilityLevel.Durable; } if ( GetSaveFlag( flags, SaveFlag.Protection ) ) { m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt(); if ( m_Protection > ArmorProtectionLevel.Invulnerability ) m_Protection = ArmorProtectionLevel.Defense; } if ( GetSaveFlag( flags, SaveFlag.Resource ) ) m_Resource = (CraftResource)reader.ReadEncodedInt(); else m_Resource = DefaultResource; if ( m_Resource == CraftResource.None ) m_Resource = DefaultResource; if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) ) m_ArmorBase = reader.ReadEncodedInt(); else m_ArmorBase = -1; if ( GetSaveFlag( flags, SaveFlag.StrBonus ) ) m_StrBonus = reader.ReadEncodedInt(); else m_StrBonus = -1; if ( GetSaveFlag( flags, SaveFlag.DexBonus ) ) m_DexBonus = reader.ReadEncodedInt(); else m_DexBonus = -1; if ( GetSaveFlag( flags, SaveFlag.IntBonus ) ) m_IntBonus = reader.ReadEncodedInt(); else m_IntBonus = -1; if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) m_StrReq = reader.ReadEncodedInt(); else m_StrReq = -1; if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) m_DexReq = reader.ReadEncodedInt(); else m_DexReq = -1; if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) m_IntReq = reader.ReadEncodedInt(); else m_IntReq = -1; if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) ) m_Meditate = (AMA)reader.ReadEncodedInt(); else m_Meditate = (AMA)(-1); if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) ) m_PlayerConstructed = true; break; } case 4: { goto case 3; } case 3: { goto case 2; } case 2: case 1: { goto case 0; } case 0: { m_ArmorBase = reader.ReadInt(); m_MaxHitPoints = reader.ReadInt(); m_HitPoints = reader.ReadInt(); m_Crafter = reader.ReadMobile(); m_Quality = (ArmorQuality)reader.ReadInt(); m_Durability = (ArmorDurabilityLevel)reader.ReadInt(); m_Protection = (ArmorProtectionLevel)reader.ReadInt(); AMT mat = (AMT)reader.ReadInt(); if ( m_ArmorBase == RevertArmorBase ) m_ArmorBase = -1; if ( version >= 2 ) { m_Resource = (CraftResource)reader.ReadInt(); } else { OreInfo info = OreInfo.Iron; m_Resource = CraftResources.GetFromOreInfo( info, mat ); } m_StrBonus = reader.ReadInt(); m_DexBonus = reader.ReadInt(); m_IntBonus = reader.ReadInt(); m_StrReq = reader.ReadInt(); m_DexReq = reader.ReadInt(); m_IntReq = reader.ReadInt(); if ( m_StrBonus == UOStrBonus ) m_StrBonus = -1; if ( m_DexBonus == UODexBonus ) m_DexBonus = -1; if ( m_IntBonus == UOIntBonus ) m_IntBonus = -1; if ( m_StrReq == UOStrReq ) m_StrReq = -1; if ( m_DexReq == UODexReq ) m_DexReq = -1; if ( m_IntReq == UOIntReq ) m_IntReq = -1; m_Meditate = (AMA)reader.ReadInt(); if ( m_Meditate == UOMedAllowance ) m_Meditate = (AMA)(-1); if ( m_Resource == CraftResource.None ) { if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather ) m_Resource = CraftResource.Leathered; else if ( mat == ArmorMaterialType.Wood ) m_Resource = CraftResource.Wooden; else m_Resource = CraftResource.Iron; } if ( m_MaxHitPoints == 0 && m_HitPoints == 0 ) m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits ); break; } } int strBonus = ComputeStatBonus( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ); if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) ) { Mobile m = (Mobile)Parent; string modName = Serial.ToString(); if ( strBonus != 0 ) m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) ); if ( dexBonus != 0 ) m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) ); if ( intBonus != 0 ) m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) ); } if ( Parent is Mobile ) ((Mobile)Parent).CheckStatTimers(); if ( version < 7 ) m_PlayerConstructed = true; // we don't know, so, assume it's crafted } public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } } public BaseArmor( int itemID ) : base( itemID ) { m_Quality = ArmorQuality.Regular; m_Durability = ArmorDurabilityLevel.Regular; m_Crafter = null; m_Resource = DefaultResource; Hue = CraftResources.GetHue( m_Resource ); m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits ); this.Layer = (Layer)ItemData.Quality; } public override bool CanEquip( Mobile from ) { if( from.AccessLevel < AccessLevel.GameMaster ) { if( !AllowMaleWearer && !from.Female ) { if( AllowFemaleWearer ) from.SendLocalizedMessage( 1010388 ); // Only females can wear this. else from.SendMessage( "You may not wear this." ); return false; } else if( !AllowFemaleWearer && from.Female ) { if( AllowMaleWearer ) from.SendLocalizedMessage( 1063343 ); // Only males can wear this. else from.SendMessage( "You may not wear this." ); return false; } else { int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int ); if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 ) { from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item. return false; } else if( from.Str < strReq || (from.Str + strBonus) < 1 ) { from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that. return false; } else if( from.Int < intReq || (from.Int + intBonus) < 1 ) { from.SendMessage( "You are not smart enough to equip that." ); return false; } } } return base.CanEquip( from ); } public override bool CheckPropertyConfliction( Mobile m ) { if ( base.CheckPropertyConfliction( m ) ) return true; if ( Layer == Layer.Pants ) return ( m.FindItemOnLayer( Layer.InnerLegs ) != null ); if ( Layer == Layer.Shirt ) return ( m.FindItemOnLayer( Layer.InnerTorso ) != null ); return false; } public override bool OnEquip( Mobile from ) { from.CheckStatTimers(); int strBonus = ComputeStatBonus( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ); if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 ) { string modName = this.Serial.ToString(); if ( strBonus != 0 ) from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) ); if ( dexBonus != 0 ) from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) ); if ( intBonus != 0 ) from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) ); } return base.OnEquip( from ); } public override void OnRemoved( object parent ) { if ( parent is Mobile ) { Mobile m = (Mobile)parent; string modName = this.Serial.ToString(); m.RemoveStatMod( modName + "Str" ); m.RemoveStatMod( modName + "Dex" ); m.RemoveStatMod( modName + "Int" ); ((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed m.CheckStatTimers(); } base.OnRemoved( parent ); } public virtual int OnHit( BaseWeapon weapon, int damageTaken ) { double HalfAr = ArmorRating / 2.0; int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble()); damageTaken -= Absorbed; if ( damageTaken < 0 ) damageTaken = 0; if ( Absorbed < 2 ) Absorbed = 2; if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability { int wear; if ( weapon.Type == WeaponType.Bashing ) wear = Absorbed / 2; else wear = Utility.Random( 2 ); if ( wear > 0 && m_MaxHitPoints > 0 ) { if ( m_HitPoints >= wear ) { HitPoints -= wear; wear = 0; } else { wear -= HitPoints; HitPoints = 0; } if ( wear > 0 ) { if ( m_MaxHitPoints > wear ) { MaxHitPoints -= wear; if ( Parent is Mobile ) ((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged. } else { Delete(); } } } } return damageTaken; } private string GetNameString() { string name = this.Name; if ( name == null ) name = String.Format( "#{0}", LabelNumber ); return name; } [Hue, CommandProperty( AccessLevel.GameMaster )] public override int Hue { get{ return base.Hue; } set{ base.Hue = value; InvalidateProperties(); } } public override bool AllowEquipedCast( Mobile from ) { if ( base.AllowEquipedCast( from ) ) return true; return false; } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_Crafter != null ) list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~ if ( m_Quality == ArmorQuality.Exceptional ) list.Add( 1060636 ); // exceptional if ( m_StrBonus > 0 && m_StrBonus < 3 ) list.Add( 1038027 ); // Great Strength else if ( m_StrBonus > 2 && m_StrBonus < 5 ) list.Add( 1038028 ); // Greater Strength else if ( m_StrBonus > 4 ) list.Add( 1038029 ); // Ultimate Strength if ( m_DexBonus > 0 && m_DexBonus < 3 ) list.Add( 1038033 ); // Great Agility else if ( m_DexBonus > 2 && m_DexBonus < 5 ) list.Add( 1038034 ); // Greater Agility else if ( m_DexBonus > 4 ) list.Add( 1038035 ); // Ultimate Agility if ( m_IntBonus > 0 && m_IntBonus < 3 ) list.Add( 1038030 ); // Great Intellect else if ( m_IntBonus > 2 && m_IntBonus < 5 ) list.Add( 1038031 ); // Greater Intellect else if ( m_IntBonus > 4 ) list.Add( 1038032 ); // Ultimate Intellect if ( m_Protection == ArmorProtectionLevel.Defense ) list.Add( 1036375 ); // Defensive Protection else if ( m_Protection == ArmorProtectionLevel.Guarding ) list.Add( 1036376 ); // Guarded Protection else if ( m_Protection == ArmorProtectionLevel.Hardening ) list.Add( 1036377 ); // Hardened Protection else if ( m_Protection == ArmorProtectionLevel.Fortification ) list.Add( 1036378 ); // Fortified Protection else if ( m_Protection == ArmorProtectionLevel.Invulnerability ) list.Add( 1036379 ); // Invulnerable Protection if ( m_Durability == ArmorDurabilityLevel.Durable ) list.Add( 1036365 ); // Durable Material else if ( m_Durability == ArmorDurabilityLevel.Substantial ) list.Add( 1036366 ); // Substantial Material else if ( m_Durability == ArmorDurabilityLevel.Massive ) list.Add( 1036367 ); // Massive Material else if ( m_Durability == ArmorDurabilityLevel.Fortified ) list.Add( 1036368 ); // Fortified Material else if ( m_Durability == ArmorDurabilityLevel.Indestructible ) list.Add( 1036369 ); // Indestructible Material if ( Server.Misc.Settings.DisplayInfo() ) { int prop; if ( (prop = (int)Math.Round(ArmorRatingScaled)) > 0 ) list.Add( 1060408, prop.ToString() ); // armor ~1_val~% if ( (prop = GetDurabilityBonus()) > 0 ) list.Add( 1060410, prop.ToString() ); // durability ~1_val~% if ( (prop = ComputeStatReq( StatType.Str )) > 0 ) list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~ if ( m_HitPoints >= 0 && m_MaxHitPoints > 0 ) list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~ } else { double durable = (double)m_HitPoints / (double)m_MaxHitPoints; if ( durable > 0.95 ){} // DO NOT SHOW YET else if ( durable > 0.75 ) list.Add( 1036374 ); // Perfect Condition else if ( durable > 0.50 ) list.Add( 1036373 ); // Good Condition else if ( durable > 0.25 ) list.Add( 1036372 ); // Fair Condition else if ( durable > 0.05 ) list.Add( 1036371 ); // Poor Condition else list.Add( 1036370 ); // Horrible Condition } if ( Magical > 0 && Uses > 0 ) { list.Add( 1062520, "\t#{0}", Magical ); } if ( Uses > 0 && Server.Misc.Settings.DisplayInfo() ) { if ( Uses > 1 ) list.Add( 1062516, "{0}", Uses ); else list.Add( 1062517, "{0}", Uses ); } else if ( Uses > 0 ) { double usage = (double)Uses / (double)UsesMax; if ( usage > 0.95 ) list.Add( 1063269 ); // Fully Charged else if ( usage > 0.75 ) list.Add( 1063270 ); // Mostly Charged else if ( usage > 0.50 ) list.Add( 1063271 ); // Partially Charged else if ( usage > 0.25 ) list.Add( 1063272 ); // Somewhat Charged else if ( usage > 0.05 ) list.Add( 1063273 ); // Barely Charged else list.Add( 1063274 ); // Almost Drained } } #region ICraftable Members public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue ) { Quality = (ArmorQuality)quality; if ( makersMark ) Crafter = from; Type resourceType = typeRes; if ( resourceType == null ) resourceType = craftItem.Resources.GetAt( 0 ).ItemType; Resource = CraftResources.GetFromType( resourceType ); PlayerConstructed = true; CraftContext context = craftSystem.GetContext( from ); if ( context != null && context.DoNotColor ) Hue = 0; return quality; } #endregion } }