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103
Scripts/Spells/Third/Unlock.cs
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103
Scripts/Spells/Third/Unlock.cs
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using System;
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using Server.Targeting;
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using Server.Network;
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using Server.Items;
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namespace Server.Spells.Third
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{
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public class UnlockSpell : Spell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Unlock Spell", "Ex Por",
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SpellCircle.Third,
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215,
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9001,
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Reagent.Bloodmoss,
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Reagent.SulfurousAsh
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);
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public UnlockSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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Caster.Target = new InternalTarget( this );
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}
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public void Target( LockableContainer targ )
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{
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if ( Multis.BaseHouse.CheckSecured( targ ) )
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{
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// You cannot cast this on a secure item.
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Caster.SendLocalizedMessage( 503098 );
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}
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else if ( CheckSequence() )
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{
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SpellHelper.Turn( Caster, targ );
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Point3D loc = targ.GetWorldLocation();
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Effects.SendLocationParticles(
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EffectItem.Create( loc, targ.Map, EffectItem.DefaultDuration ),
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0x376A, 9, 32, 5024 );
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Effects.PlaySound( loc, targ.Map, 0x1FF );
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if ( targ.Locked && targ.LockLevel != 0 )
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{
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double magery = Caster.Skills[SkillName.Magery].Value;
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int level = (int)(magery * 0.8) - 4;
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if ( level >= targ.RequiredSkill && !(targ is TreasureMapChest && ((TreasureMapChest)targ).Level > 2) )
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{
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targ.Locked = false;
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if ( targ.LockLevel == -255 )
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targ.LockLevel = targ.RequiredSkill - 10;
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if ( targ.LockLevel == 0 )
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targ.LockLevel = -1;
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}
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else
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{
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// My spell does not seem to have an effect on that lock.
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Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 503099 );
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}
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}
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else
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{
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// That did not need to be unlocked.
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Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 503101 );
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}
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}
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FinishSequence();
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}
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private class InternalTarget : Target
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{
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private UnlockSpell m_Owner;
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public InternalTarget( UnlockSpell owner ) : base( 12, false, TargetFlags.None )
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{
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m_Owner = owner;
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}
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protected override void OnTarget( Mobile from, object o )
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{
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if ( o is LockableContainer )
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m_Owner.Target( (LockableContainer)o );
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else
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from.SendLocalizedMessage( 501666 ); // You can't unlock that!
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// TODO: Really we can cast on anything, even mobiles, but it will effect and say 'That did not need to be unlocked'
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}
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protected override void OnTargetFinish( Mobile from )
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{
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m_Owner.FinishSequence();
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}
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}
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}
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}
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