BritainKnights/Scripts/Items/Armor/BaseArmor.cs

1179 lines
31 KiB
C#

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
}
}