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." ); } } } } } }