- Added support for ML mods, as well as quivers. More ML artifacts are added

(http://www.uodemise.com/discussion/showthread.php?t=116685)

- Dog Form HPR rate is tweaked as per OSI
(http://www.uodemise.com/discussion/showthread.php?t=124422)

- Hairstylist gump now works for elves
(http://www.uodemise.com/discussion/showthread.php?t=120199)

- Bless buff icon now will report correct values
(http://www.uodemise.com/discussion/showthread.php?t=123760)

- When stealthing, the step just before a stealth check won't let you lose the stealth status (you can use shadowjump)
(http://www.uodemise.com/discussion/showthread.php?t=121250)

- You can open the blacksmith gump even if far from anvil and forge, but you still need to be near them to craft
(http://www.uodemise.com/discussion/showthread.php?t=122750)
This commit is contained in:
daedalus 2009-11-23 11:20:29 +00:00
parent aff5e22940
commit 30c7232a69
54 changed files with 1363 additions and 149 deletions

View file

@ -23,9 +23,9 @@ namespace Server.Items
WeaponAttributes.HitLeechHits = 22;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = 0;
phys = chaos = direct = 0;
fire = 40;
cold = 30;
pois = 10;

View file

@ -38,16 +38,14 @@ namespace Server.Items
public override void OnDoubleClick( Mobile from )
{
if ( from.Race == Race.Elf )
{
from.SendMessage( "This isn't implemented for elves yet. Sorry!" );
return;
}
if ( !IsChildOf( from.Backpack ) )
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack...
}
else
{
from.SendGump( new InternalGump( from, this ) );
}
}
private class InternalGump : Gump
@ -69,79 +67,91 @@ namespace Server.Items
AddHtmlLocalized( 210, 342, 90, 35, 1011012, false, false );// <CENTER>HAIRSTYLE SELECTION MENU</center>
AddBackground( 220, 60, 50, 50, 0xA3C );
AddBackground( 220, 115, 50, 50, 0xA3C );
AddBackground( 220, 170, 50, 50, 0xA3C );
AddBackground( 220, 225, 50, 50, 0xA3C );
AddBackground( 425, 60, 50, 50, 0xA3C );
AddBackground( 425, 115, 50, 50, 0xA3C );
AddBackground( 425, 170, 50, 50, 0xA3C );
AddBackground( 425, 225, 50, 50, 0xA3C );
AddBackground( 425, 280, 50, 50, 0xA3C );
int[][] RacialData = (from.Race == Race.Human) ? HumanArray : ElvenArray;
AddHtmlLocalized( 150, 75, 80, 35, 1011052, false, false ); // Short
AddHtmlLocalized( 150, 130, 80, 35, 1011053, false, false ); // Long
AddHtmlLocalized( 150, 185, 80, 35, 1011054, false, false ); // Ponytail
AddHtmlLocalized( 150, 240, 80, 35, 1011055, false, false ); // Mohawk
AddHtmlLocalized( 355, 75, 80, 35, 1011047, false, false ); // Pageboy
AddHtmlLocalized( 355, 130, 80, 35, 1011048, false, false ); // Receding
AddHtmlLocalized( 355, 185, 80, 35, 1011049, false, false ); // 2-tails
AddHtmlLocalized( 355, 240, 80, 35, 1011050, false, false ); // Topknot
AddHtmlLocalized( 355, 295, 80, 35, 1011064, false, false ); // Bald
AddImage( 153, 20, 0xC60C );
AddImage( 153, 65, 0xED24 );
AddImage( 153, 120, 0xED1E );
AddImage( 153, 185, 0xC60F );
AddImage( 358, 18, 0xED26 );
AddImage( 358, 75, 0xEDE5 );
AddImage( 358, 120, 0xED23 );
AddImage( 362, 190, 0xED29 );
AddButton( 118, 73, 0xFA5, 0xFA7, 2, GumpButtonType.Reply, 0 );
AddButton( 118, 128, 0xFA5, 0xFA7, 3, GumpButtonType.Reply, 0 );
AddButton( 118, 183, 0xFA5, 0xFA7, 4, GumpButtonType.Reply, 0 );
AddButton( 118, 238, 0xFA5, 0xFA7, 5, GumpButtonType.Reply, 0 );
AddButton( 323, 73, 0xFA5, 0xFA7, 6, GumpButtonType.Reply, 0 );
AddButton( 323, 128, 0xFA5, 0xFA7, 7, GumpButtonType.Reply, 0 );
AddButton( 323, 183, 0xFA5, 0xFA7, 8, GumpButtonType.Reply, 0 );
AddButton( 323, 238, 0xFA5, 0xFA7, 9, GumpButtonType.Reply, 0 );
AddButton( 323, 292, 0xFA5, 0xFA7, 1, GumpButtonType.Reply, 0 );
for(int i=1; i<RacialData.Length; i++)
{
AddHtmlLocalized( LayoutArray[i][2], LayoutArray[i][3], (i==1) ? 125 : 80, (i==1) ? 70 : 35, (m_From.Female) ? RacialData[i][0] : RacialData[i][1], false, false );
if ( LayoutArray[i][4] != 0 )
{
AddBackground( LayoutArray[i][0], LayoutArray[i][1], 50, 50, 0xA3C );
AddImage( LayoutArray[i][4], LayoutArray[i][5], (m_From.Female) ? RacialData[i][4] : RacialData[i][5] );
}
AddButton( LayoutArray[i][6], LayoutArray[i][7], 0xFA5, 0xFA7, i, GumpButtonType.Reply, 0 );
}
}
public override void OnResponse( NetState sender, RelayInfo info )
{
if( m_From == null || !m_From.Alive )
return;
if ( m_Deed.Deleted )
return;
if ( info.ButtonID > 0 )
{
int itemID = 0;
if ( info.ButtonID < 1 || info.ButtonID > 10 )
return;
switch ( info.ButtonID )
{
case 2: itemID = 0x203B; break;
case 3: itemID = 0x203C; break;
case 4: itemID = 0x203D; break;
case 5: itemID = 0x2044; break;
case 6: itemID = 0x2045; break;
case 7: itemID = m_From.Female ? 0x2046 : 0x2048; break;
case 8: itemID = 0x2049; break;
case 9: itemID = 0x204A; break;
}
int[][] RacialData = (m_From.Race == Race.Human) ? HumanArray : ElvenArray;
if ( m_From is PlayerMobile )
{
PlayerMobile pm = (PlayerMobile)m_From;
pm.SetHairMods( -1, -1 ); // clear any hairmods (disguise kit, incognito)
}
m_From.HairItemID = itemID;
m_From.HairItemID = (m_From.Female) ? RacialData[info.ButtonID][2] : RacialData[info.ButtonID][3];
m_Deed.Delete();
}
}
/*
gump data: bgX, bgY, htmlX, htmlY, imgX, imgY, butX, butY
*/
int[][] LayoutArray =
{
new int[] { 0 }, /* padding: its more efficient than code to ++ the index/buttonid */
new int[] { 425, 280, 342, 295, 000, 000, 310, 292 },
new int[] { 235, 060, 150, 075, 168, 020, 118, 073 },
new int[] { 235, 115, 150, 130, 168, 070, 118, 128 },
new int[] { 235, 170, 150, 185, 168, 130, 118, 183 },
new int[] { 235, 225, 150, 240, 168, 185, 118, 238 },
new int[] { 425, 060, 342, 075, 358, 018, 310, 073 },
new int[] { 425, 115, 342, 130, 358, 075, 310, 128 },
new int[] { 425, 170, 342, 185, 358, 125, 310, 183 },
new int[] { 425, 225, 342, 240, 358, 185, 310, 238 },
new int[] { 235, 280, 150, 295, 168, 245, 118, 292 } // slot 10, Curly - N/A for elfs.
};
/*
racial arrays are: cliloc_F, cliloc_M, ItemID_F, ItemID_M, gump_img_F, gump_img_M
*/
int[][] HumanArray = /* why on earth cant these utilies be consistent with hex/dec */
{
new int[] { 0 },
new int[] { 1011064, 1011064, 0, 0, 0, 0 }, // bald
new int[] { 1011052, 1011052, 0x203B, 0x203B, 0xed1c, 0xC60C }, // Short
new int[] { 1011053, 1011053, 0x203C, 0x203C, 0xed1d, 0xc60d }, // Long
new int[] { 1011054, 1011054, 0x203D, 0x203D, 0xed1e, 0xc60e }, // Ponytail
new int[] { 1011055, 1011055, 0x2044, 0x2044, 0xed27, 0xC60F }, // Mohawk
new int[] { 1011047, 1011047, 0x2045, 0x2045, 0xED26, 0xED26 }, // Pageboy
new int[] { 1074393, 1011048, 0x2046, 0x2048, 0xed28, 0xEDE5 }, // Buns, Receding
new int[] { 1011049, 1011049, 0x2049, 0x2049, 0xede6, 0xede6 }, // 2-tails
new int[] { 1011050, 1011050, 0x204A, 0x204A, 0xED29, 0xED29 }, // Topknot
new int[] { 1011396, 1011396, 0x2047, 0x2047, 0xed25, 0xc618 } // Curly
};
int[][] ElvenArray =
{
new int[] { 0 },
new int[] { 1011064, 1011064, 0, 0, 0, 0, }, // bald
new int[] { 1074386, 1074386, 0x2fc0, 0x2fc0, 0xedf5, 0xc6e5 }, // long feather
new int[] { 1074387, 1074387, 0x2fc1, 0x2fc1, 0xedf6, 0xc6e6 }, // short
new int[] { 1074388, 1074388, 0x2fc2, 0x2fc2, 0xedf7, 0xc6e7 }, // mullet
new int[] { 1074391, 1074391, 0x2fce, 0x2fce, 0xeddc, 0xc6cc }, // knob
new int[] { 1074392, 1074392, 0x2fcf, 0x2fcf, 0xeddd, 0xc6cd }, // braided
new int[] { 1074394, 1074394, 0x2fd1, 0x2fd1, 0xeddf, 0xc6cf }, // spiked
new int[] { 1074389, 1074385, 0x2fcc, 0x2fbf, 0xedda, 0xc6e4 }, // flower, mid-long
new int[] { 1074393, 1074390, 0x2fd0, 0x2fcd, 0xedde, 0xc6cb } // buns, long
};
}
}
}

View file

@ -21,12 +21,12 @@ namespace Server.Items
WeaponAttributes.ResistColdBonus = 10;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
cold = 50;
phys = 50;
pois = fire = nrgy = 0;
pois = fire = nrgy = chaos = direct = 0;
}
public ArcticDeathDealer( Serial serial ) : base( serial )

View file

@ -22,12 +22,12 @@ namespace Server.Items
WeaponAttributes.LowerStatReq = 100;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
fire = 50;
phys = 50;
cold = pois = nrgy = 0;
cold = pois = nrgy = chaos = direct = 0;
}
public BlazeOfDeath( Serial serial ) : base( serial )

View file

@ -22,11 +22,11 @@ namespace Server.Items
Attributes.BonusMana = 6;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
cold = 100;
fire = phys = pois = nrgy = 0;
fire = phys = pois = nrgy = chaos = direct = 0;
}
public ColdBlood( Serial serial ) : base( serial )

View file

@ -0,0 +1,49 @@
using System;
using Server;
using Server.Items;
namespace Server.Items
{
public class Boomstick : WildStaff
{
public override int LabelNumber{ get{ return 1075032; } } // Boomstick
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public Boomstick() : base()
{
Hue = 0x25;
Attributes.SpellChanneling = 1;
Attributes.RegenMana = 3;
Attributes.CastSpeed = 1;
Attributes.LowerRegCost = 20;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = pois = nrgy = direct = 0;
chaos = 100;
}
public Boomstick( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,48 @@
using System;
using Server;
namespace Server.Items
{
public class HelmOfSwiftness : WingedHelm
{
public override int LabelNumber{ get{ return 1075037; } } // Helm of Swiftness
public override int BasePhysicalResistance{ get{ return 6; } }
public override int BaseFireResistance{ get{ return 5; } }
public override int BaseColdResistance{ get{ return 6; } }
public override int BasePoisonResistance{ get{ return 6; } }
public override int BaseEnergyResistance{ get{ return 8; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public HelmOfSwiftness() : base()
{
Hue = 0x592;
Attributes.BonusInt = 5;
Attributes.CastSpeed = 1;
Attributes.CastRecovery = 2;
ArmorAttributes.MageArmor = 1;
}
public HelmOfSwiftness( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,43 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfElements : BaseQuiver
{
public override int LabelNumber{ get{ return 1075040; } } // Quiver of the Elements
[Constructable]
public QuiverOfElements() : base()
{
Hue = 0xEB;
DamageIncrease = 10;
WeightReduction = 50;
}
public QuiverOfElements( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
phys = fire = cold = pois = nrgy = direct = 0;
chaos = 100;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,43 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfRage : BaseQuiver
{
public override int LabelNumber{ get{ return 1075038; } } // Quiver of Rage
[Constructable]
public QuiverOfRage() : base()
{
Hue = 0x24C;
WeightReduction = 25;
DamageIncrease = 10;
}
public QuiverOfRage( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
chaos = direct = 0;
phys = fire = cold = pois = nrgy = 20;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -23,11 +23,11 @@ namespace Server.Items
Slayer = SlayerName.Repond;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
cold = 100;
pois = fire = phys = nrgy = 0;
pois = fire = phys = nrgy = chaos = direct = 0;
}
public SoulSeeker( Serial serial ) : base( serial )

View file

@ -0,0 +1,48 @@
using System;
using Server;
namespace Server.Items
{
public class WildfireBow : ElvenCompositeLongbow
{
public override int LabelNumber{ get{ return 1075044; } } // Wildfire Bow
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public WildfireBow() : base()
{
Hue = 0x489;
SkillBonuses.SetValues( 0, SkillName.Archery, 10 );
WeaponAttributes.ResistFireBonus = 25;
Velocity = 15;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = cold = pois = nrgy = chaos = direct = 0;
fire = 100;
}
public WildfireBow( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,42 @@
using System;
using Server;
namespace Server.Items
{
public class Windsong : MagicalShortbow
{
public override int LabelNumber{ get{ return 1075031; } } // Windsong
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public Windsong() : base()
{
Hue = 0xAC;
Attributes.WeaponDamage = 35;
WeaponAttributes.SelfRepair = 3;
Velocity = 25;
}
public Windsong( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -21,12 +21,12 @@ namespace Server.Items
WeaponAttributes.ResistPoisonBonus = 10;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
pois = 50;
phys = 50;
fire = cold = nrgy = 0;
fire = cold = nrgy = chaos = direct = 0;
}
public NoxRangersHeavyCrossbow( Serial serial ) : base( serial )

View file

@ -24,11 +24,11 @@ namespace Server.Items
Slayer = SlayerName.Fey;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
fire = 100;
cold = pois = phys = nrgy = 0;
cold = pois = phys = nrgy = chaos = direct = 0;
}
public PixieSwatter( Serial serial ) : base( serial )

View file

@ -20,11 +20,11 @@ namespace Server.Items
Attributes.WeaponDamage = 40;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
pois = 100;
cold = fire = phys = nrgy = 0;
cold = fire = phys = nrgy = chaos = direct = 0;
}
public WrathOfTheDryad( Serial serial ) : base( serial )

View file

@ -0,0 +1,468 @@
using System;
using Server.Network;
using Server.Engines.Craft;
namespace Server.Items
{
public class BaseQuiver : Container, ICraftable
{
public override int DefaultGumpID{ get{ return 0x108; } }
public override int DefaultMaxItems{ get{ return 1; } }
public override int DefaultMaxWeight{ get{ return 50; } }
public override double DefaultWeight{ get{ return 2.0; } }
private AosAttributes m_Attributes;
private int m_Capacity;
private int m_LowerAmmoCost;
private int m_WeightReduction;
private int m_DamageIncrease;
[CommandProperty( AccessLevel.GameMaster)]
public AosAttributes Attributes
{
get{ return m_Attributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster)]
public int Capacity
{
get{ return m_Capacity; }
set{ m_Capacity = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster)]
public int LowerAmmoCost
{
get{ return m_LowerAmmoCost; }
set{ m_LowerAmmoCost = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster)]
public int WeightReduction
{
get{ return m_WeightReduction; }
set{ m_WeightReduction = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster)]
public int DamageIncrease
{
get{ return m_DamageIncrease; }
set{ m_DamageIncrease = value; InvalidateProperties(); }
}
private Mobile m_Crafter;
private ClothingQuality m_Quality;
[CommandProperty( AccessLevel.GameMaster )]
public Mobile Crafter
{
get{ return m_Crafter; }
set{ m_Crafter = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ClothingQuality Quality
{
get{ return m_Quality; }
set{ m_Quality = value; InvalidateProperties(); }
}
public Item Ammo
{
get{ return Items.Count > 0 ? Items[ 0 ] : null; }
}
public BaseQuiver() : this( 0x2FB7 )
{
}
public BaseQuiver( int itemID ) : base( itemID )
{
Weight = 2.0;
Capacity = 500;
Layer = Layer.Cloak;
m_Attributes = new AosAttributes( this );
}
public BaseQuiver( Serial serial ) : base( serial )
{
}
public override void OnAfterDuped( Item newItem )
{
BaseQuiver quiver = newItem as BaseQuiver;
if ( quiver == null )
return;
quiver.m_Attributes = new AosAttributes( newItem, m_Attributes );
}
public override void UpdateTotal( Item sender, TotalType type, int delta )
{
InvalidateProperties();
base.UpdateTotal(sender, type, delta);
}
public override int GetTotal( TotalType type )
{
int total = base.GetTotal( type );
if ( type == TotalType.Weight )
total -= total * m_WeightReduction / 100;
return total;
}
private static Type[] m_Ammo = new Type[]
{
typeof( Arrow ), typeof( Bolt )
};
public bool CheckType( Item item )
{
Type type = item.GetType();
Item ammo = Ammo;
if ( ammo != null )
{
if ( ammo.GetType() == type )
return true;
}
else
{
for ( int i = 0; i < m_Ammo.Length; i++ )
{
if ( type == m_Ammo[ i ] )
return true;
}
}
return false;
}
public override bool CheckHold( Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight )
{
if ( !CheckType( item ) )
{
if ( message )
m.SendLocalizedMessage( 1074836 ); // The container can not hold that type of object.
return false;
}
if ( Items.Count < DefaultMaxItems )
{
if ( item.Amount <= m_Capacity )
return base.CheckHold( m, item, message, checkItems, plusItems, plusWeight );
return false;
}
else if ( checkItems )
return false;
Item ammo = Ammo;
if ( ammo == null || ammo.Deleted )
return false;
if ( ammo.Amount + item.Amount <= m_Capacity )
return true;
return false;
}
public override void AddItem( Item dropped )
{
base.AddItem( dropped );
InvalidateWeight();
}
public override void RemoveItem( Item dropped )
{
base.RemoveItem( dropped );
InvalidateWeight();
}
public override void OnAdded( object parent )
{
if ( parent is Mobile )
{
Mobile mob = (Mobile) parent;
m_Attributes.AddStatBonuses( mob );
}
}
public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
Mobile mob = (Mobile) parent;
m_Attributes.RemoveStatBonuses( mob );
}
}
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 == ClothingQuality.Exceptional )
list.Add( 1063341 ); // exceptional
Item ammo = Ammo;
if ( ammo != null )
{
if ( ammo is Arrow )
list.Add( 1075265, "{0}\t{1}", ammo.Amount, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
else if ( ammo is Bolt )
list.Add( 1075266, "{0}\t{1}", ammo.Amount, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ bolts
}
else
list.Add( 1075265, "{0}\t{1}", 0, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
int prop;
if ( (prop = m_DamageIncrease) != 0 )
list.Add( 1074762, prop.ToString() ); // Damage modifier: ~1_PERCENT~%
int phys, fire, cold, pois, nrgy, chaos, direct;
phys = fire = cold = pois = nrgy = chaos = direct = 0;
AlterBowDamage( ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct );
if ( phys != 0 )
list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%
if ( fire != 0 )
list.Add( 1060405, fire.ToString() ); // fire damage ~1_val~%
if ( cold != 0 )
list.Add( 1060404, cold.ToString() ); // cold damage ~1_val~%
if ( pois != 0 )
list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%
if ( nrgy != 0 )
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val
if ( chaos != 0 )
list.Add( 1072846, chaos.ToString() ); // chaos damage ~1_val~%
if ( direct != 0 )
list.Add( 1079978, direct.ToString() ); // Direct Damage: ~1_PERCENT~%
list.Add( 1075085 ); // Requirement: Mondain's Legacy
if ( (prop = m_Attributes.DefendChance) != 0 )
list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%
if ( (prop = m_Attributes.BonusDex) != 0 )
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
if ( (prop = m_Attributes.EnhancePotions) != 0 )
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
if ( (prop = m_Attributes.CastRecovery) != 0 )
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
if ( (prop = m_Attributes.CastSpeed) != 0 )
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
if ( (prop = m_Attributes.AttackChance) != 0 )
list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%
if ( (prop = m_Attributes.BonusHits) != 0 )
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
if ( (prop = m_Attributes.BonusInt) != 0 )
list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~
if ( (prop = m_Attributes.LowerManaCost) != 0 )
list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%
if ( (prop = m_Attributes.LowerRegCost) != 0 )
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
if ( (prop = m_Attributes.Luck) != 0 )
list.Add( 1060436, prop.ToString() ); // luck ~1_val~
if ( (prop = m_Attributes.BonusMana) != 0 )
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
if ( (prop = m_Attributes.RegenMana) != 0 )
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
if ( (prop = m_Attributes.NightSight) != 0 )
list.Add( 1060441 ); // night sight
if ( (prop = m_Attributes.ReflectPhysical) != 0 )
list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%
if ( (prop = m_Attributes.RegenStam) != 0 )
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
if ( (prop = m_Attributes.RegenHits) != 0 )
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
if ( (prop = m_Attributes.SpellDamage) != 0 )
list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%
if ( (prop = m_Attributes.BonusStam) != 0 )
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
if ( (prop = m_Attributes.BonusStr) != 0 )
list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~
if ( (prop = m_Attributes.WeaponSpeed) != 0 )
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
if ( (prop = m_LowerAmmoCost) > 0 )
list.Add( 1075208, prop.ToString() ); // Lower Ammo Cost ~1_Percentage~%
double weight = 0;
if ( ammo != null )
weight = ammo.Weight * ammo.Amount;
list.Add( 1072241, "{0}\t{1}\t{2}\t{3}", Items.Count, DefaultMaxItems, (int) weight, DefaultMaxWeight ); // Contents: ~1_COUNT~/~2_MAXCOUNT items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones
if ( (prop = m_WeightReduction) != 0 )
list.Add( 1072210, prop.ToString() ); // Weight reduction: ~1_PERCENTAGE~%
}
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,
Attributes = 0x00000001,
DamageModifier = 0x00000002,
LowerAmmoCost = 0x00000004,
WeightReduction = 0x00000008,
Crafter = 0x00000010,
Quality = 0x00000020,
Capacity = 0x00000040,
DamageIncrease = 0x00000080
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( 0 ); // version
SaveFlag flags = SaveFlag.None;
SetSaveFlag( ref flags, SaveFlag.Attributes, !m_Attributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.LowerAmmoCost, m_LowerAmmoCost != 0 );
SetSaveFlag( ref flags, SaveFlag.WeightReduction, m_WeightReduction != 0 );
SetSaveFlag( ref flags, SaveFlag.DamageIncrease, m_DamageIncrease != 0 );
SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null );
SetSaveFlag( ref flags, SaveFlag.Quality, true );
SetSaveFlag( ref flags, SaveFlag.Capacity, m_Capacity > 0 );
writer.WriteEncodedInt( (int) flags );
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_Attributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.LowerAmmoCost ) )
writer.Write( (int) m_LowerAmmoCost );
if ( GetSaveFlag( flags, SaveFlag.WeightReduction ) )
writer.Write( (int) m_WeightReduction );
if ( GetSaveFlag( flags, SaveFlag.DamageIncrease ) )
writer.Write( (int) m_DamageIncrease );
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
writer.Write( (Mobile) m_Crafter );
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
writer.Write( (int) m_Quality );
if ( GetSaveFlag( flags, SaveFlag.Capacity ) )
writer.Write( (int) m_Capacity );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
SaveFlag flags = (SaveFlag) reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_Attributes = new AosAttributes( this, reader );
else
m_Attributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.LowerAmmoCost ) )
m_LowerAmmoCost = reader.ReadInt();
if ( GetSaveFlag( flags, SaveFlag.WeightReduction ) )
m_WeightReduction = reader.ReadInt();
if ( GetSaveFlag( flags, SaveFlag.DamageIncrease ) )
m_DamageIncrease = reader.ReadInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality) reader.ReadInt();
if ( GetSaveFlag( flags, SaveFlag.Capacity ) )
m_Capacity = reader.ReadInt();
}
public virtual void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
}
public void InvalidateWeight()
{
if ( RootParent is Mobile )
{
Mobile m = (Mobile) RootParent;
m.UpdateTotals();
}
}
#region ICraftable
public virtual int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
{
Quality = (ClothingQuality) quality;
if ( makersMark )
Crafter = from;
return quality;
}
#endregion
}
}

View file

@ -0,0 +1,36 @@
using System;
using Server;
namespace Server.Items
{
[FlipableAttribute( 0x2FB7, 0x3171 )]
public class ElvenQuiver : BaseQuiver
{
public override int LabelNumber{ get{ return 1032657; } } // elven quiver
[Constructable]
public ElvenQuiver() : base()
{
DamageIncrease = 10;
WeightReduction = 30;
}
public ElvenQuiver( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,40 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfBlight : ElvenQuiver
{
public override int LabelNumber{ get{ return 1073111; } } // Quiver of Blight
[Constructable]
public QuiverOfBlight() : base()
{
Hue = 0x4F3;
}
public QuiverOfBlight( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
phys = fire = nrgy = chaos = direct = 0;
cold = pois = 50;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,40 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfFire : ElvenQuiver
{
public override int LabelNumber{ get{ return 1073109; } } // quiver of fire
[Constructable]
public QuiverOfFire() : base()
{
Hue = 0x4E7;
}
public QuiverOfFire( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
cold = pois = nrgy = chaos = direct = 0;
phys = fire = 50;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,40 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfIce : ElvenQuiver
{
public override int LabelNumber{ get{ return 1073110; } } // quiver of ice
[Constructable]
public QuiverOfIce() : base()
{
Hue = 0x4ED;
}
public QuiverOfIce( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
fire = pois = nrgy = chaos = direct = 0;
phys = cold = 50;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -0,0 +1,40 @@
using System;
using Server;
namespace Server.Items
{
public class QuiverOfLightning : ElvenQuiver
{
public override int LabelNumber{ get{ return 1073112; } } // Quiver of Lightning
[Constructable]
public QuiverOfLightning() : base()
{
Hue = 0x4F9;
}
public QuiverOfLightning( Serial serial ) : base( serial )
{
}
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
{
fire = cold = pois = chaos = direct = 0;
phys = nrgy = 50;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}

View file

@ -69,6 +69,14 @@ namespace Server.Items
if ( handTwo is BaseWeapon )
handOne = handTwo;
if ( handOne is BaseRanged )
{
BaseRanged ranged = (BaseRanged) handOne;
if ( ranged.Balanced )
return true;
}
return ( handOne == null || handTwo == null );
}

View file

@ -349,9 +349,9 @@ namespace Server.Items
public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder )
{
int fire, phys, cold, nrgy, pois;
int fire, phys, cold, nrgy, pois, chaos, direct;
weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
int totalDamage = phys;

View file

@ -130,7 +130,7 @@ namespace Server.Items
int num = system.CanCraft( from, this, null );
if ( num > 0 )
if ( num > 0 && ( num != 1044267 || !Core.SE ) ) // Blacksmithing shows the gump regardless of proximity of an anvil and forge after SE
{
from.SendLocalizedMessage( num );
}

View file

@ -20,9 +20,9 @@ namespace Server.Items
Attributes.WeaponDamage = 50;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = pois = nrgy = 0;
phys = fire = pois = nrgy = chaos = direct = 0;
cold = 100;
}

View file

@ -22,9 +22,9 @@ namespace Server.Items
Attributes.WeaponDamage = 50;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
fire = cold = nrgy = 0;
fire = cold = nrgy = chaos = direct = 0;
phys = 25;
pois = 75;
}

View file

@ -21,9 +21,9 @@ namespace Server.Items
Attributes.WeaponDamage = 50;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = pois = 0;
phys = fire = cold = pois = chaos = direct = 0;
nrgy = 100;
}

View file

@ -22,9 +22,9 @@ namespace Server.Items
WeaponAttributes.UseBestSkill = 1;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = pois = 0;
phys = fire = cold = pois = chaos = direct = 0;
nrgy = 100;
}

View file

@ -21,9 +21,9 @@ namespace Server.Items
Attributes.WeaponDamage = 50;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = nrgy = 0;
phys = fire = cold = nrgy = chaos = direct = 0;
pois = 100;
}

View file

@ -21,8 +21,9 @@ namespace Server.Items
Attributes.WeaponDamage = 50;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
chaos = direct = 0;
phys = fire = cold = pois = nrgy = 20;
}

View file

@ -1517,9 +1517,17 @@ namespace Server.Items
AddBlood( attacker, defender, damage );
int phys, fire, cold, pois, nrgy;
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy );
GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
if ( Core.ML && this is BaseRanged )
{
BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
if ( quiver != null )
quiver.AlterBowDamage( ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct );
}
if ( m_Consecrated )
{
@ -1536,7 +1544,7 @@ namespace Server.Items
if ( pois < low ){ low = pois; type = 3; }
if ( nrgy < low ){ low = nrgy; type = 4; }
phys = fire = cold = pois = nrgy = 0;
phys = fire = cold = pois = nrgy = chaos = direct = 0;
if ( type == 0 ) phys = 100;
else if ( type == 1 ) fire = 100;
@ -1561,7 +1569,7 @@ namespace Server.Items
bool ignoreArmor = ( a is ArmorIgnore || (move != null && move.IgnoreArmor( attacker )) );
damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy );
damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged );
double propertyBonus = ( move == null ) ? 1.0 : move.GetPropertyBonus( attacker );
@ -1966,7 +1974,7 @@ namespace Server.Items
}
}
public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
if( wielder is BaseCreature )
{
@ -1977,6 +1985,8 @@ namespace Server.Items
cold = bc.ColdDamage;
pois = bc.PoisonDamage;
nrgy = bc.EnergyDamage;
chaos = bc.ChaosDamage;
direct = bc.DirectDamage;
}
else
{
@ -1984,8 +1994,10 @@ namespace Server.Items
cold = m_AosElementDamages.Cold;
pois = m_AosElementDamages.Poison;
nrgy = m_AosElementDamages.Energy;
chaos = m_AosElementDamages.Chaos;
direct = m_AosElementDamages.Direct;
phys = 100 - fire - cold - pois - nrgy;
phys = 100 - fire - cold - pois - nrgy - chaos - direct;
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
@ -2001,6 +2013,8 @@ namespace Server.Items
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponEnergyDamage, ref nrgy, left );
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponFireDamage, ref fire, left );
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponPoisonDamage, ref pois, left );
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponChaosDamage, ref chaos, left );
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponDirectDamage, ref direct, left );
phys = left;
}
@ -2975,8 +2989,8 @@ namespace Server.Items
public int GetElementalDamageHue()
{
int phys, fire, cold, pois, nrgy;
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
//Order is Cold, Energy, Fire, Poison, Physical left
int currentMax = 50;
@ -3123,6 +3137,9 @@ namespace Server.Items
int prop;
if ( Core.ML && this is BaseRanged && ( (BaseRanged) this ).Balanced )
list.Add( 1072792 ); // Balanced
if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
list.Add( 1060400 ); // use best weapon skill
@ -3189,6 +3206,9 @@ namespace Server.Items
if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%
if ( Core.ML && this is BaseRanged && ( prop = ( (BaseRanged) this ).Velocity ) != 0 )
list.Add( 1072793, prop.ToString() ); // Velocity ~1_val~%
if ( (prop = m_AosAttributes.BonusDex) != 0 )
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
@ -3249,9 +3269,9 @@ namespace Server.Items
if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
int phys, fire, cold, pois, nrgy;
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
if ( phys != 0 )
list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%
@ -3266,7 +3286,13 @@ namespace Server.Items
list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%
if ( nrgy != 0 )
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val
if ( Core.ML && chaos != 0 )
list.Add( 1072846, chaos.ToString() ); // chaos damage ~1_val~%
if ( Core.ML && direct != 0 )
list.Add( 1079978, direct.ToString() ); // Direct Damage: ~1_PERCENT~%
list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~

View file

@ -20,9 +20,9 @@ namespace Server.Items
Hue = this.GetElementalDamageHue();
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = pois = nrgy = 0;
phys = fire = pois = nrgy = chaos = direct = 0;
cold = 100;
}

View file

@ -20,9 +20,9 @@ namespace Server.Items
Hue = this.GetElementalDamageHue();
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = pois = 0;
phys = fire = cold = pois = chaos = direct = 0;
nrgy = 100;
}

View file

@ -22,9 +22,9 @@ namespace Server.Items
Hue = this.GetElementalDamageHue();
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = cold = pois = nrgy = 0;
phys = cold = pois = nrgy = chaos = direct = 0;
fire = 100;
}

View file

@ -18,9 +18,9 @@ namespace Server.Items
Attributes.WeaponDamage = 60;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = nrgy = 0;
phys = fire = nrgy = chaos = direct = 0;
cold = pois = 50;
}

View file

@ -19,9 +19,9 @@ namespace Server.Items
Attributes.WeaponDamage = 35;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
{
phys = fire = cold = pois = 0;
phys = fire = cold = pois = chaos = direct = 0;
nrgy = 100;
}

View file

@ -21,6 +21,23 @@ namespace Server.Items
public override SkillName AccuracySkill{ get{ return SkillName.Archery; } }
private bool m_Balanced;
private int m_Velocity;
[CommandProperty( AccessLevel.GameMaster )]
public bool Balanced
{
get{ return m_Balanced; }
set{ m_Balanced = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Velocity
{
get{ return m_Velocity; }
set{ m_Velocity = value; InvalidateProperties(); }
}
public BaseRanged( int itemID ) : base( itemID )
{
}
@ -81,6 +98,22 @@ namespace Server.Items
if ( attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) && 0.4 >= Utility.RandomDouble() )
defender.AddToBackpack( Ammo );
if ( Core.ML && m_Velocity > 0 )
{
int bonus = (int) attacker.GetDistanceToSqrt( defender );
if ( bonus > 0 && m_Velocity > Utility.Random( 100 ) )
{
AOS.Damage( defender, attacker, bonus * 3, 100, 0, 0, 0, 0 );
if ( attacker.Player )
attacker.SendLocalizedMessage( 1072794 ); // Your arrow hits its mark with velocity!
if ( defender.Player )
defender.SendLocalizedMessage( 1072795 ); // You have been hit by an arrow with velocity!
}
}
base.OnHit( attacker, defender, damageBonus );
}
@ -94,10 +127,19 @@ namespace Server.Items
public virtual bool OnFired( Mobile attacker, Mobile defender )
{
BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
Container pack = attacker.Backpack;
if ( attacker.Player && (pack == null || !pack.ConsumeTotal( AmmoType, 1 )) )
return false;
if ( attacker.Player )
{
if ( quiver == null || quiver.LowerAmmoCost == 0 || quiver.LowerAmmoCost > Utility.Random( 100 ) )
{
if ( quiver != null && quiver.ConsumeTotal( AmmoType, 1 ) )
quiver.InvalidateWeight();
else if ( pack == null || !pack.ConsumeTotal( AmmoType, 1 ) )
return false;
}
}
attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
@ -108,7 +150,10 @@ namespace Server.Items
{
base.Serialize( writer );
writer.Write( (int) 2 ); // version
writer.Write( (int) 3 ); // version
writer.Write( (bool) m_Balanced );
writer.Write( (int) m_Velocity );
}
public override void Deserialize( GenericReader reader )
@ -119,6 +164,13 @@ namespace Server.Items
switch ( version )
{
case 3:
{
m_Balanced = reader.ReadBool();
m_Velocity = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{