AvatarsConquest/Scripts/Items/Rares/SkeletonKeys.cs

180 lines
No EOL
4.5 KiB
C#

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