Ninja Darts and Shuriken should use combat checks, never 100% chance of hit. Should trigger Evil Omen poison level increase. Missed shots should not consume poison chg, but empty ammo clears weapon poison. Code overhaul.
This commit is contained in:
parent
c81a87394d
commit
33de7434c5
11 changed files with 520 additions and 571 deletions
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@ -1,7 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Server.Network;
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using Server.Engines.Craft;
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@ -10,7 +8,7 @@ using Server.ContextMenus;
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namespace Server.Items
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{
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interface IUsesRemaining
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public interface IUsesRemaining
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{
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int UsesRemaining{ get; set; }
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bool ShowUsesRemaining{ get; set; }
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@ -9,10 +9,22 @@ using Server.Mobiles;
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namespace Server.Items
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{
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[FlipableAttribute( 0x27AA, 0x27F5 )]
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public class Fukiya : Item, IUsesRemaining
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public class Fukiya : Item, INinjaWeapon
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{
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private int m_UsesRemaining;
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public virtual int WrongAmmoMessage { get { return 1063329; } } //You can only load fukiya darts
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public virtual int NoFreeHandMessage { get { return 1063327; } } //You must have a free hand to use a fukiya.
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public virtual int EmptyWeaponMessage { get { return 1063325; } } //You have no fukiya darts!
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public virtual int RecentlyUsedMessage { get { return 1063326; } } //You are already using that fukiya.
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public virtual int FullWeaponMessage { get { return 1063330; } } //You can only load fukiya darts
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public virtual int WeaponMinRange { get { return 0; } }
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public virtual int WeaponMaxRange { get { return 6; } }
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public virtual int WeaponDamage { get { return Utility.RandomMinMax(4, 6); } }
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public Type AmmoType{ get { return typeof(FukiyaDarts); } }
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private int m_UsesRemaining;
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private Poison m_Poison;
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private int m_PoisonCharges;
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@ -20,7 +32,7 @@ namespace Server.Items
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public int UsesRemaining
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{
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get { return m_UsesRemaining; }
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set { m_UsesRemaining = value; InvalidateProperties(); }
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set { m_UsesRemaining = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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@ -50,6 +62,17 @@ namespace Server.Items
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{
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}
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public void AttackAnimation(Mobile from, Mobile to)
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{
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if (from.Body.IsHuman && !from.Mounted)
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{
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from.Animate(33, 2, 1, true, true, 0);
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}
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from.PlaySound(0x223);
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from.MovingEffect(to, 0x2804, 5, 0, false, false);
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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@ -62,224 +85,7 @@ namespace Server.Items
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public override void OnDoubleClick( Mobile from )
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{
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if ( !IsChildOf( from ) )
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return;
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if ( m_UsesRemaining < 1 )
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{
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// You have no fukiya darts!
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from.SendLocalizedMessage( 1063325 );
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}
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else if (((PlayerMobile)from).NinjaWepCooldown)
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{
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// You are already using that fukiya.
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from.SendLocalizedMessage( 1063326 );
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}
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else if ( !BasePotion.HasFreeHand( from ) )
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{
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// You must have a free hand to use a fukiya.
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from.SendLocalizedMessage( 1063327 );
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}
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else
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{
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from.BeginTarget( 5, false, TargetFlags.Harmful, new TargetCallback( OnTarget ) );
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}
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}
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public void Shoot( Mobile from, Mobile target )
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{
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if ( from == target )
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return;
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if ( m_UsesRemaining < 1 )
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{
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// You have no fukiya darts!
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from.SendLocalizedMessage( 1063325 );
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}
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else if (((PlayerMobile)from).NinjaWepCooldown)
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{
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// You are already using that fukiya.
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from.SendLocalizedMessage( 1063326 );
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}
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else if ( !BasePotion.HasFreeHand( from ) )
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{
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// You must have a free hand to use a fukiya.
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from.SendLocalizedMessage( 1063327 );
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}
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else if ( from.CanBeHarmful( target ) )
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{
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((PlayerMobile)from).NinjaWepCooldown = true;
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from.Direction = from.GetDirectionTo( target );
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from.RevealingAction();
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if ( from.Body.IsHuman && !from.Mounted )
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from.Animate( 33, 2, 1, true, true, 0 );
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from.PlaySound( 0x223 );
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from.MovingEffect( target, 0x2804, 5, 0, false, false );
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if ( from.CheckSkill( SkillName.Ninjitsu, -10.0, 50.0 ) )
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Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( OnDartHit ), new object[]{ from, target } );
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else
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ConsumeUse();
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Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerStateCallback( ResetUsing ), from );
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}
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}
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private void OnDartHit( object state )
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{
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object[] states = (object[])state;
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Mobile from = (Mobile)states[0];
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Mobile target = (Mobile)states[1];
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if ( !from.CanBeHarmful( target ) )
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return;
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from.DoHarmful( target );
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AOS.Damage( target, from, Utility.RandomMinMax( 4, 6 ), 100, 0, 0, 0, 0 );
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if ( m_Poison != null && m_PoisonCharges > 0 )
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target.ApplyPoison( from, m_Poison );
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ConsumeUse();
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}
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public void ConsumeUse()
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{
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if ( m_UsesRemaining < 1 )
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return;
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--UsesRemaining;
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if ( m_PoisonCharges > 0 )
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{
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--PoisonCharges;
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if ( m_PoisonCharges == 0 )
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Poison = null;
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}
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}
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public void ResetUsing(object state)
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{
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PlayerMobile from = (PlayerMobile)state;
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from.NinjaWepCooldown = false;
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}
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private const int MaxUses = 10;
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public void Unload( Mobile from )
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{
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if ( m_UsesRemaining < 1 )
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return;
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FukiyaDarts darts = new FukiyaDarts( m_UsesRemaining );
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darts.Poison = m_Poison;
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darts.PoisonCharges = m_PoisonCharges;
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from.AddToBackpack( darts );
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UsesRemaining = 0;
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PoisonCharges = 0;
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Poison = null;
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}
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public void Reload( Mobile from, FukiyaDarts darts )
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{
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int need = ( MaxUses - m_UsesRemaining );
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if ( need <= 0 )
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{
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// You cannot add anymore fukiya darts
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from.SendLocalizedMessage( 1063330 );
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}
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else if ( darts.UsesRemaining > 0 )
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{
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bool canload = false;
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bool poison = false;
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if ( need > darts.UsesRemaining )
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need = darts.UsesRemaining;
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if( darts.Poison != null && darts.PoisonCharges > 0 )
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{
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poison = true;
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if( m_Poison == null || ( m_Poison.Level < darts.Poison.Level ))
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{
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Unload( from );
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canload = true;
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}
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else if( m_Poison != null && ( m_Poison.Level == darts.Poison.Level ))
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{
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canload = true;
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}
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}
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else if( darts.Poison == null || darts.PoisonCharges <= 0 )
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{
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if( m_Poison == null || m_PoisonCharges <= 0 )
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{
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canload = true;
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}
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}
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if( !canload )
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{
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from.SendLocalizedMessage( 1070767 ); // Loaded projectile is stronger, unload it first
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}
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else
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{
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if( poison )
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{
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if ( need > darts.PoisonCharges )
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{
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need = darts.PoisonCharges;
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}
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if ( m_Poison == null || m_PoisonCharges <= 0 )
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{
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PoisonCharges = need;
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}
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else
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{
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PoisonCharges += need;
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}
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Poison = darts.Poison;
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darts.PoisonCharges -= need;
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if ( darts.PoisonCharges <= 0 )
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{
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darts.Poison = null;
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}
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}
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UsesRemaining += need;
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darts.UsesRemaining -= need;
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}
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if ( darts.UsesRemaining <= 0 )
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darts.Delete();
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}
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}
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public void OnTarget( Mobile from, object obj )
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{
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if ( Deleted || !IsChildOf( from ) )
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return;
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if ( obj is Mobile )
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Shoot( from, (Mobile) obj );
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else if ( obj is FukiyaDarts )
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Reload( from, (FukiyaDarts) obj );
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else
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from.SendLocalizedMessage( 1063329 ); // You can only load fukiya darts
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NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
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}
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public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
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@ -288,42 +94,8 @@ namespace Server.Items
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if ( IsChildOf( from ) )
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{
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list.Add( new LoadEntry( this ) );
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list.Add( new UnloadEntry( this ) );
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}
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}
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private class LoadEntry : ContextMenuEntry
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{
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private Fukiya m_Fukiya;
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public LoadEntry( Fukiya fukiya ) : base( 6224, 0 )
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{
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m_Fukiya = fukiya;
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}
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public override void OnClick()
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{
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if ( !m_Fukiya.Deleted && m_Fukiya.IsChildOf( Owner.From ) )
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Owner.From.BeginTarget( 5, false, TargetFlags.Harmful, new TargetCallback( m_Fukiya.OnTarget ) );
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}
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}
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private class UnloadEntry : ContextMenuEntry
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{
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private Fukiya m_Fukiya;
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public UnloadEntry( Fukiya fukiya ) : base( 6225, 0 )
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{
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m_Fukiya = fukiya;
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Enabled = ( fukiya.UsesRemaining > 0 );
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}
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public override void OnClick()
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{
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if ( !m_Fukiya.Deleted && m_Fukiya.IsChildOf( Owner.From ) )
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m_Fukiya.Unload( Owner.From );
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list.Add(new NinjaWeapon.LoadEntry(this));
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list.Add(new NinjaWeapon.UnloadEntry(this));
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}
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}
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@ -338,7 +110,7 @@ namespace Server.Items
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Poison.Serialize( m_Poison, writer );
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writer.Write( (int) m_PoisonCharges );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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@ -4,7 +4,7 @@ using Server.Engines.Craft;
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namespace Server.Items
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{
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public class FukiyaDarts : Item, IUsesRemaining, ICraftable
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public class FukiyaDarts : Item, ICraftable, INinjaAmmo
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{
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private int m_UsesRemaining;
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@ -9,12 +9,24 @@ using Server.Mobiles;
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namespace Server.Items
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{
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[FlipableAttribute( 0x2790, 0x27DB )]
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public class LeatherNinjaBelt : BaseWaist, IUsesRemaining, IDyable
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public class LeatherNinjaBelt : BaseWaist, IDyable, INinjaWeapon
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{
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public override CraftResource DefaultResource{ get{ return CraftResource.RegularLeather; } }
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private int m_UsesRemaining;
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public virtual int WrongAmmoMessage { get { return 1063301; } } //You can only place shuriken in a ninja belt.
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public virtual int NoFreeHandMessage { get { return 1063299; } } //You must have a free hand to throw shuriken.
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public virtual int EmptyWeaponMessage { get { return 1063297; } } //You have no shuriken in your ninja belt!
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public virtual int RecentlyUsedMessage { get { return 1063298; } } //You cannot throw another shuriken yet.
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public virtual int FullWeaponMessage { get { return 1063302; } } //You cannot add any more shuriken.
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public virtual int WeaponMinRange { get { return 2; } }
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public virtual int WeaponMaxRange { get { return 10; } }
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public virtual int WeaponDamage { get { return Utility.RandomMinMax(3, 5); } }
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public virtual Type AmmoType { get { return typeof(Shuriken); } }
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private int m_UsesRemaining;
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private Poison m_Poison;
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private int m_PoisonCharges;
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@ -43,6 +55,7 @@ namespace Server.Items
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[Constructable]
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public LeatherNinjaBelt() : base( 0x2790 )
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{
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Weight = 1.0;
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Layer = Layer.Waist;
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@ -52,6 +65,17 @@ namespace Server.Items
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{
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}
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public void AttackAnimation(Mobile from, Mobile to)
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{
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if (from.Body.IsHuman)
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{
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from.Animate(from.Mounted ? 26 : 9, 7, 1, true, false, 0);
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}
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from.PlaySound(0x23A);
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from.MovingEffect(to, 0x27AC, 1, 0, false, false);
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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@ -64,237 +88,17 @@ namespace Server.Items
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public override bool OnEquip( Mobile from )
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{
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if ( !base.OnEquip( from ) )
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return false;
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from.SendLocalizedMessage( 1070785 ); // Double click this item each time you wish to throw a shuriken.
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return true;
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if (base.OnEquip(from))
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{
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from.SendLocalizedMessage(1070785); // Double click this item each time you wish to throw a shuriken.
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return true;
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}
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return false;
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}
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public override void OnDoubleClick( Mobile from )
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public override void OnDoubleClick(Mobile from)
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{
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if ( !IsChildOf( from ) )
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return;
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if ( m_UsesRemaining < 1 )
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{
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// You have no shuriken in your ninja belt!
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from.SendLocalizedMessage( 1063297 );
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}
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else if (((PlayerMobile)from).NinjaWepCooldown)
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{
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// You cannot throw another shuriken yet.
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from.SendLocalizedMessage( 1063298 );
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}
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else if ( !BasePotion.HasFreeHand( from ) )
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{
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// You must have a free hand to throw shuriken.
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from.SendLocalizedMessage( 1063299 );
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}
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else
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{
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from.BeginTarget( 10, false, TargetFlags.Harmful, new TargetCallback( OnTarget ) );
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}
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}
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public void Shoot( Mobile from, Mobile target )
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{
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if ( from == target )
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return;
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if ( m_UsesRemaining < 1 )
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{
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// You have no shuriken in your ninja belt!
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from.SendLocalizedMessage( 1063297 );
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}
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else if (((PlayerMobile)from).NinjaWepCooldown)
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{
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// You cannot throw another shuriken yet.
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from.SendLocalizedMessage( 1063298 );
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}
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else if ( !BasePotion.HasFreeHand( from ) )
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{
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// You must have a free hand to throw shuriken.
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from.SendLocalizedMessage( 1063299 );
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}
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else if ( from.InRange( target, 2 ) )
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{
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from.SendLocalizedMessage( 1063303 ); // Your target is too close!
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}
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else if ( from.CanBeHarmful( target ) )
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{
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((PlayerMobile)from).NinjaWepCooldown = true;
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from.Direction = from.GetDirectionTo( target );
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from.RevealingAction();
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if ( from.Body.IsHuman )
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from.Animate( from.Mounted ? 26 : 9, 7, 1, true, false, 0 );
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from.PlaySound( 0x23A );
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from.MovingEffect( target, 0x27AC, 1, 0, false, false );
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if ( from.CheckSkill( SkillName.Ninjitsu, -10.0, 65.0 ) )
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Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( OnShurikenHit ), new object[]{ from, target } );
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else
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ConsumeUse();
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Timer.DelayCall(TimeSpan.FromSeconds(2.5), new TimerStateCallback( ResetUsing ), from );
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}
|
||||
}
|
||||
|
||||
private void OnShurikenHit( object state )
|
||||
{
|
||||
object[] states = (object[])state;
|
||||
Mobile from = (Mobile)states[0];
|
||||
Mobile target = (Mobile)states[1];
|
||||
|
||||
if ( !from.CanBeHarmful( target ) )
|
||||
return;
|
||||
|
||||
from.DoHarmful( target );
|
||||
|
||||
AOS.Damage( target, from, Utility.RandomMinMax( 3, 5 ), 100, 0, 0, 0, 0 );
|
||||
|
||||
if ( m_Poison != null && m_PoisonCharges > 0 )
|
||||
target.ApplyPoison( from, m_Poison );
|
||||
|
||||
ConsumeUse();
|
||||
}
|
||||
|
||||
public void ConsumeUse()
|
||||
{
|
||||
if ( m_UsesRemaining < 1 )
|
||||
return;
|
||||
|
||||
--UsesRemaining;
|
||||
|
||||
if ( m_PoisonCharges > 0 )
|
||||
{
|
||||
--PoisonCharges;
|
||||
|
||||
if ( m_PoisonCharges == 0 )
|
||||
Poison = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetUsing(object state)
|
||||
{
|
||||
PlayerMobile from = (PlayerMobile)state;
|
||||
from.NinjaWepCooldown = false;
|
||||
}
|
||||
|
||||
private const int MaxUses = 10;
|
||||
|
||||
public void Unload( Mobile from )
|
||||
{
|
||||
if ( m_UsesRemaining < 1 )
|
||||
return;
|
||||
|
||||
Shuriken shuriken = new Shuriken( m_UsesRemaining );
|
||||
|
||||
shuriken.Poison = m_Poison;
|
||||
shuriken.PoisonCharges = m_PoisonCharges;
|
||||
|
||||
from.AddToBackpack( shuriken );
|
||||
|
||||
UsesRemaining = 0;
|
||||
PoisonCharges = 0;
|
||||
Poison = null;
|
||||
}
|
||||
|
||||
public void Reload( Mobile from, Shuriken shuriken )
|
||||
{
|
||||
int need = ( MaxUses - m_UsesRemaining );
|
||||
|
||||
if ( need <= 0 )
|
||||
{
|
||||
// You cannot add any more shuriken.
|
||||
from.SendLocalizedMessage( 1063302 );
|
||||
}
|
||||
else if ( shuriken.UsesRemaining > 0 )
|
||||
{
|
||||
bool canload = false;
|
||||
bool poison = false;
|
||||
|
||||
if ( need > shuriken.UsesRemaining )
|
||||
need = shuriken.UsesRemaining;
|
||||
|
||||
if( shuriken.Poison != null && shuriken.PoisonCharges > 0 )
|
||||
{
|
||||
poison = true;
|
||||
|
||||
if( m_Poison == null || ( m_Poison.Level < shuriken.Poison.Level ))
|
||||
{
|
||||
Unload( from );
|
||||
canload = true;
|
||||
}
|
||||
else if( m_Poison != null && ( m_Poison.Level == shuriken.Poison.Level ))
|
||||
{
|
||||
canload = true;
|
||||
}
|
||||
}
|
||||
else if( shuriken.Poison == null || shuriken.PoisonCharges <= 0 )
|
||||
{
|
||||
if( m_Poison == null || m_PoisonCharges <= 0 )
|
||||
{
|
||||
canload = true;
|
||||
}
|
||||
}
|
||||
|
||||
if( !canload )
|
||||
{
|
||||
from.SendLocalizedMessage( 1070767 ); // Loaded projectile is stronger, unload it first
|
||||
}
|
||||
else
|
||||
{
|
||||
if( poison )
|
||||
{
|
||||
if ( need > shuriken.PoisonCharges )
|
||||
{
|
||||
need = shuriken.PoisonCharges;
|
||||
}
|
||||
|
||||
if ( m_Poison == null || m_PoisonCharges <= 0 )
|
||||
{
|
||||
PoisonCharges = need;
|
||||
}
|
||||
else
|
||||
{
|
||||
PoisonCharges += need;
|
||||
}
|
||||
|
||||
Poison = shuriken.Poison;
|
||||
|
||||
shuriken.PoisonCharges -= need;
|
||||
|
||||
if ( shuriken.PoisonCharges <= 0 )
|
||||
{
|
||||
shuriken.Poison = null;
|
||||
}
|
||||
}
|
||||
|
||||
UsesRemaining += need;
|
||||
shuriken.UsesRemaining -= need;
|
||||
}
|
||||
|
||||
if ( shuriken.UsesRemaining <= 0 )
|
||||
shuriken.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTarget( Mobile from, object obj )
|
||||
{
|
||||
if ( Deleted || !IsChildOf( from ) )
|
||||
return;
|
||||
|
||||
if ( obj is Mobile )
|
||||
Shoot( from, (Mobile) obj );
|
||||
else if ( obj is Shuriken )
|
||||
Reload( from, (Shuriken) obj );
|
||||
else
|
||||
from.SendLocalizedMessage( 1063301 ); // You can only place shuriken in a ninja belt.
|
||||
NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
|
||||
}
|
||||
|
||||
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
|
||||
|
|
@ -303,42 +107,8 @@ namespace Server.Items
|
|||
|
||||
if ( IsChildOf( from ) )
|
||||
{
|
||||
list.Add( new LoadEntry( this ) );
|
||||
list.Add( new UnloadEntry( this ) );
|
||||
}
|
||||
}
|
||||
|
||||
private class LoadEntry : ContextMenuEntry
|
||||
{
|
||||
private LeatherNinjaBelt m_Belt;
|
||||
|
||||
public LoadEntry( LeatherNinjaBelt belt ) : base( 6222, 0 )
|
||||
{
|
||||
m_Belt = belt;
|
||||
}
|
||||
|
||||
public override void OnClick()
|
||||
{
|
||||
if ( !m_Belt.Deleted && m_Belt.IsChildOf( Owner.From ) )
|
||||
Owner.From.BeginTarget( 10, false, TargetFlags.Harmful, new TargetCallback( m_Belt.OnTarget ) );
|
||||
}
|
||||
}
|
||||
|
||||
private class UnloadEntry : ContextMenuEntry
|
||||
{
|
||||
private LeatherNinjaBelt m_Belt;
|
||||
|
||||
public UnloadEntry( LeatherNinjaBelt belt ) : base( 6223, 0 )
|
||||
{
|
||||
m_Belt = belt;
|
||||
|
||||
Enabled = ( belt.UsesRemaining > 0 );
|
||||
}
|
||||
|
||||
public override void OnClick()
|
||||
{
|
||||
if ( !m_Belt.Deleted && m_Belt.IsChildOf( Owner.From ) )
|
||||
m_Belt.Unload( Owner.From );
|
||||
list.Add( new NinjaWeapon.LoadEntry( this ) );
|
||||
list.Add( new NinjaWeapon.UnloadEntry( this ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -353,7 +123,7 @@ namespace Server.Items
|
|||
Poison.Serialize( m_Poison, writer );
|
||||
writer.Write( (int) m_PoisonCharges );
|
||||
}
|
||||
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
|
|
|||
385
Scripts/Items/Skill Items/Ninjitsu/NinjaWeapons.cs
Normal file
385
Scripts/Items/Skill Items/Ninjitsu/NinjaWeapons.cs
Normal file
|
|
@ -0,0 +1,385 @@
|
|||
using System;
|
||||
using Server.ContextMenus;
|
||||
using Server.Mobiles;
|
||||
using Server.Spells.Necromancy;
|
||||
using Server.Spells.Ninjitsu;
|
||||
using Server.Targeting;
|
||||
|
||||
/*
|
||||
* There really was no prettier way to do this, other than the one
|
||||
* suggestion to make a rigged baseninjaweapon class that bypasses its
|
||||
* own serialization, due to the way these weapons were originaly coded.
|
||||
*/
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public interface INinjaAmmo : IUsesRemaining
|
||||
{
|
||||
int PoisonCharges { get; set; }
|
||||
Poison Poison { get; set; }
|
||||
}
|
||||
|
||||
public interface INinjaWeapon : IUsesRemaining
|
||||
{
|
||||
int NoFreeHandMessage { get; }
|
||||
int EmptyWeaponMessage { get; }
|
||||
int RecentlyUsedMessage { get; }
|
||||
int FullWeaponMessage { get; }
|
||||
int WrongAmmoMessage { get; }
|
||||
Type AmmoType { get; }
|
||||
int PoisonCharges { get; set; }
|
||||
Poison Poison { get; set; }
|
||||
int WeaponDamage { get; }
|
||||
int WeaponMinRange { get; }
|
||||
int WeaponMaxRange { get; }
|
||||
|
||||
void AttackAnimation(Mobile from, Mobile to);
|
||||
}
|
||||
|
||||
public class NinjaWeapon
|
||||
{
|
||||
private const int MaxUses = 10;
|
||||
|
||||
public static void AttemptShoot(PlayerMobile from, INinjaWeapon weapon)
|
||||
{
|
||||
if (CanUseWeapon(from, weapon))
|
||||
{
|
||||
from.BeginTarget(weapon.WeaponMaxRange, false, TargetFlags.Harmful, new TargetStateCallback<INinjaWeapon>(OnTarget), weapon);
|
||||
}
|
||||
}
|
||||
|
||||
private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon)
|
||||
{
|
||||
if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target))
|
||||
{
|
||||
if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
|
||||
{
|
||||
from.NinjaWepCooldown = true;
|
||||
|
||||
from.Direction = from.GetDirectionTo(target);
|
||||
|
||||
from.RevealingAction();
|
||||
|
||||
weapon.AttackAnimation(from, target);
|
||||
|
||||
ConsumeUse(weapon);
|
||||
|
||||
if (CombatCheck(from, target))
|
||||
{
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback<object[]>(OnHit), new object[] { from, target, weapon });
|
||||
}
|
||||
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(2.5), new TimerStateCallback<PlayerMobile>(ResetUsing), from);
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(1063303); // Your target is too close!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void ResetUsing(PlayerMobile from)
|
||||
{
|
||||
from.NinjaWepCooldown = false;
|
||||
}
|
||||
|
||||
private static void Unload(Mobile from, INinjaWeapon weapon)
|
||||
{
|
||||
if (weapon.UsesRemaining > 0)
|
||||
{
|
||||
INinjaAmmo ammo = Activator.CreateInstance(weapon.AmmoType, new object[] { weapon.UsesRemaining }) as INinjaAmmo;
|
||||
|
||||
ammo.Poison = weapon.Poison;
|
||||
ammo.PoisonCharges = weapon.PoisonCharges;
|
||||
|
||||
from.AddToBackpack((Item)ammo);
|
||||
|
||||
weapon.UsesRemaining = 0;
|
||||
weapon.PoisonCharges = 0;
|
||||
weapon.Poison = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void Reload(PlayerMobile from, INinjaWeapon weapon, INinjaAmmo ammo)
|
||||
{
|
||||
if (weapon.UsesRemaining < MaxUses)
|
||||
{
|
||||
int need = Math.Min((MaxUses - weapon.UsesRemaining), ammo.UsesRemaining);
|
||||
|
||||
if (need > 0)
|
||||
{
|
||||
if (weapon.Poison != null && (ammo.Poison == null || weapon.Poison.Level > ammo.Poison.Level))
|
||||
{
|
||||
from.SendLocalizedMessage(1070767); // Loaded projectile is stronger, unload it first
|
||||
}
|
||||
else
|
||||
{
|
||||
if (weapon.UsesRemaining > 0)
|
||||
{
|
||||
if ((weapon.Poison == null && ammo.Poison != null)
|
||||
|| ((weapon.Poison != null && ammo.Poison != null) && weapon.Poison.Level != ammo.Poison.Level))
|
||||
{
|
||||
Unload(from, weapon);
|
||||
need = Math.Min(MaxUses, ammo.UsesRemaining);
|
||||
}
|
||||
}
|
||||
int poisonneeded = Math.Min((MaxUses - weapon.PoisonCharges), ammo.PoisonCharges);
|
||||
|
||||
weapon.UsesRemaining += need;
|
||||
weapon.PoisonCharges += poisonneeded;
|
||||
|
||||
if (weapon.PoisonCharges > 0)
|
||||
{
|
||||
weapon.Poison = ammo.Poison;
|
||||
}
|
||||
|
||||
ammo.PoisonCharges -= poisonneeded;
|
||||
ammo.UsesRemaining -= need;
|
||||
|
||||
if (ammo.UsesRemaining < 1)
|
||||
{
|
||||
((Item)ammo).Delete();
|
||||
}
|
||||
else if (ammo.PoisonCharges < 1)
|
||||
{
|
||||
ammo.Poison = null;
|
||||
}
|
||||
}
|
||||
} // "else" here would mean they targeted "ammo" with 0 uses. undefined behavior.
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(weapon.FullWeaponMessage);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ConsumeUse(INinjaWeapon weapon)
|
||||
{
|
||||
if (weapon.UsesRemaining > 0)
|
||||
{
|
||||
weapon.UsesRemaining--;
|
||||
|
||||
if (weapon.UsesRemaining < 1)
|
||||
{
|
||||
weapon.PoisonCharges = 0;
|
||||
weapon.Poison = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool CanUseWeapon(PlayerMobile from, INinjaWeapon weapon)
|
||||
{
|
||||
if (WeaponIsValid(weapon, from))
|
||||
{
|
||||
if (weapon.UsesRemaining > 0)
|
||||
{
|
||||
if (!from.NinjaWepCooldown)
|
||||
{
|
||||
if (BasePotion.HasFreeHand(from))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(weapon.NoFreeHandMessage);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(weapon.RecentlyUsedMessage);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(weapon.EmptyWeaponMessage);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool CombatCheck(Mobile attacker, Mobile defender) /* mod'd from baseweapon */
|
||||
{
|
||||
BaseWeapon defWeapon = defender.Weapon as BaseWeapon;
|
||||
|
||||
Skill atkSkill = defender.Skills.Ninjitsu;
|
||||
Skill defSkill = defender.Skills[defWeapon.Skill];
|
||||
|
||||
double atSkillValue = attacker.Skills.Ninjitsu.Value;
|
||||
double defSkillValue = defWeapon.GetDefendSkillValue(attacker, defender);
|
||||
|
||||
double attackValue = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
|
||||
|
||||
if (defSkillValue <= -20.0)
|
||||
{
|
||||
defSkillValue = -19.9;
|
||||
}
|
||||
|
||||
if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
|
||||
{
|
||||
attackValue += 10;
|
||||
}
|
||||
|
||||
if (AnimalForm.UnderTransformation(attacker, typeof(GreyWolf)) || AnimalForm.UnderTransformation(attacker, typeof(BakeKitsune)))
|
||||
{
|
||||
attackValue += 20;
|
||||
}
|
||||
|
||||
if (HitLower.IsUnderAttackEffect(attacker))
|
||||
{
|
||||
attackValue -= 25;
|
||||
}
|
||||
|
||||
if (attackValue > 45)
|
||||
{
|
||||
attackValue = 45;
|
||||
}
|
||||
|
||||
attackValue = (atSkillValue + 20.0) * (100 + attackValue);
|
||||
|
||||
double defenseValue = AosAttributes.GetValue(defender, AosAttribute.DefendChance);
|
||||
|
||||
if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender))
|
||||
{
|
||||
defenseValue -= 20;
|
||||
}
|
||||
|
||||
if (HitLower.IsUnderDefenseEffect(defender))
|
||||
{
|
||||
defenseValue -= 25;
|
||||
}
|
||||
|
||||
int refBonus = 0;
|
||||
|
||||
if (Block.GetBonus(defender, ref refBonus))
|
||||
{
|
||||
defenseValue += refBonus;
|
||||
}
|
||||
|
||||
if (SkillHandlers.Discordance.GetEffect(attacker, ref refBonus))
|
||||
{
|
||||
defenseValue -= refBonus;
|
||||
}
|
||||
|
||||
if (defenseValue > 45)
|
||||
{
|
||||
defenseValue = 45;
|
||||
}
|
||||
|
||||
defenseValue = (defSkillValue + 20.0) * (100 + defenseValue);
|
||||
|
||||
double chance = attackValue / (defenseValue * 2.0);
|
||||
|
||||
if (chance < 0.02)
|
||||
{
|
||||
chance = 0.02;
|
||||
}
|
||||
|
||||
return attacker.CheckSkill(atkSkill.SkillName, chance);
|
||||
}
|
||||
|
||||
private static void OnHit(object[] states)
|
||||
{
|
||||
Mobile from = states[0] as Mobile;
|
||||
Mobile target = states[1] as Mobile;
|
||||
INinjaWeapon weapon = states[2] as INinjaWeapon;
|
||||
|
||||
if (from.CanBeHarmful(target))
|
||||
{
|
||||
from.DoHarmful(target);
|
||||
|
||||
AOS.Damage(target, from, weapon.WeaponDamage, 100, 0, 0, 0, 0);
|
||||
|
||||
if (weapon.Poison != null && weapon.PoisonCharges > 0)
|
||||
{
|
||||
if (EvilOmenSpell.TryEndEffect(target))
|
||||
{
|
||||
target.ApplyPoison(from, Poison.GetPoison(weapon.Poison.Level + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
target.ApplyPoison(from, weapon.Poison);
|
||||
}
|
||||
|
||||
weapon.PoisonCharges--;
|
||||
|
||||
if (weapon.PoisonCharges < 1)
|
||||
{
|
||||
weapon.Poison = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnTarget(Mobile from, object targeted, INinjaWeapon weapon)
|
||||
{
|
||||
PlayerMobile player = from as PlayerMobile;
|
||||
|
||||
if (WeaponIsValid(weapon, from))
|
||||
{
|
||||
if (targeted is Mobile)
|
||||
{
|
||||
Shoot(player, (Mobile)targeted, weapon);
|
||||
}
|
||||
else if (targeted.GetType() == weapon.AmmoType)
|
||||
{
|
||||
Reload(player, weapon, (INinjaAmmo)targeted);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.SendLocalizedMessage(weapon.WrongAmmoMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool WeaponIsValid(INinjaWeapon weapon, Mobile from)
|
||||
{
|
||||
Item item = weapon as Item;
|
||||
|
||||
if (!item.Deleted && item.RootParent == from)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public class LoadEntry : ContextMenuEntry
|
||||
{
|
||||
private INinjaWeapon weapon;
|
||||
|
||||
public LoadEntry(INinjaWeapon wep)
|
||||
: base(6222, 0)
|
||||
{
|
||||
weapon = wep;
|
||||
}
|
||||
|
||||
public override void OnClick()
|
||||
{
|
||||
if (WeaponIsValid(weapon, Owner.From))
|
||||
{
|
||||
Owner.From.BeginTarget(10, false, TargetFlags.Harmful, new TargetStateCallback<INinjaWeapon>(OnTarget), weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class UnloadEntry : ContextMenuEntry
|
||||
{
|
||||
private INinjaWeapon weapon;
|
||||
|
||||
public UnloadEntry(INinjaWeapon belt)
|
||||
: base(6223, 0)
|
||||
{
|
||||
weapon = belt;
|
||||
|
||||
Enabled = (weapon.UsesRemaining > 0);
|
||||
}
|
||||
|
||||
public override void OnClick()
|
||||
{
|
||||
if (WeaponIsValid(weapon, Owner.From))
|
||||
{
|
||||
Unload(Owner.From, weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -5,7 +5,7 @@ using Server.Engines.Craft;
|
|||
namespace Server.Items
|
||||
{
|
||||
[Flipable( 0x27AC, 0x27F7 )]
|
||||
public class Shuriken : Item, IUsesRemaining, ICraftable
|
||||
public class Shuriken : Item, ICraftable, INinjaAmmo
|
||||
{
|
||||
private int m_UsesRemaining;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue