Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
|
|
@ -1,202 +1,227 @@
|
|||
namespace Server.Items
|
||||
{
|
||||
[Flippable]
|
||||
public class ParagonChest : LockableContainer
|
||||
{
|
||||
private static int[] m_ItemIDs = {
|
||||
0x9AB, 0xE40, 0xE41, 0xE7C
|
||||
};
|
||||
[Flippable]
|
||||
public class ParagonChest : LockableContainer
|
||||
{
|
||||
private static int[] m_ItemIDs =
|
||||
{
|
||||
0x9AB, 0xE40, 0xE41, 0xE7C
|
||||
};
|
||||
|
||||
private static int[] m_Hues = {
|
||||
0x0, 0x455, 0x47E, 0x89F, 0x8A5, 0x8AB,
|
||||
0x966, 0x96D, 0x972, 0x973, 0x979
|
||||
};
|
||||
private static int[] m_Hues =
|
||||
{
|
||||
0x0, 0x455, 0x47E, 0x89F, 0x8A5, 0x8AB,
|
||||
0x966, 0x96D, 0x972, 0x973, 0x979
|
||||
};
|
||||
|
||||
private string m_Name;
|
||||
private string m_Name;
|
||||
|
||||
[Constructible]
|
||||
public ParagonChest( string name, int level ) : base( Utility.RandomList( m_ItemIDs ) )
|
||||
{
|
||||
m_Name = name;
|
||||
Hue = Utility.RandomList( m_Hues );
|
||||
Fill( level );
|
||||
}
|
||||
[Constructible]
|
||||
public ParagonChest(string name, int level) : base(Utility.RandomList(m_ItemIDs))
|
||||
{
|
||||
m_Name = name;
|
||||
Hue = Utility.RandomList(m_Hues);
|
||||
Fill(level);
|
||||
}
|
||||
|
||||
public override void OnSingleClick( Mobile from )
|
||||
{
|
||||
base.OnSingleClick(from);
|
||||
LabelTo( from, 1063449, m_Name );
|
||||
}
|
||||
public ParagonChest(Serial serial) : base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void GetProperties( ObjectPropertyList list )
|
||||
{
|
||||
base.GetProperties( list );
|
||||
public override void OnSingleClick(Mobile from)
|
||||
{
|
||||
base.OnSingleClick(from);
|
||||
LabelTo(from, 1063449, m_Name);
|
||||
}
|
||||
|
||||
list.Add( 1063449, m_Name );
|
||||
}
|
||||
public override void GetProperties(ObjectPropertyList list)
|
||||
{
|
||||
base.GetProperties(list);
|
||||
|
||||
private static void GetRandomAOSStats( out int attributeCount, out int min, out int max )
|
||||
{
|
||||
int rnd = Utility.Random( 15 );
|
||||
list.Add(1063449, m_Name);
|
||||
}
|
||||
|
||||
if ( rnd < 1 )
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax( 2, 6 );
|
||||
min = 20; max = 70;
|
||||
}
|
||||
else if ( rnd < 3 )
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax( 2, 4 );
|
||||
min = 20; max = 50;
|
||||
}
|
||||
else if ( rnd < 6 )
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax( 2, 3 );
|
||||
min = 20; max = 40;
|
||||
}
|
||||
else if ( rnd < 10 )
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax( 1, 2 );
|
||||
min = 10; max = 30;
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeCount = 1;
|
||||
min = 10; max = 20;
|
||||
}
|
||||
}
|
||||
private static void GetRandomAOSStats(out int attributeCount, out int min, out int max)
|
||||
{
|
||||
int rnd = Utility.Random(15);
|
||||
|
||||
public void Flip()
|
||||
{
|
||||
switch ( ItemID )
|
||||
{
|
||||
case 0x9AB : ItemID = 0xE7C; break;
|
||||
case 0xE7C : ItemID = 0x9AB; break;
|
||||
if (rnd < 1)
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax(2, 6);
|
||||
min = 20;
|
||||
max = 70;
|
||||
}
|
||||
else if (rnd < 3)
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax(2, 4);
|
||||
min = 20;
|
||||
max = 50;
|
||||
}
|
||||
else if (rnd < 6)
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax(2, 3);
|
||||
min = 20;
|
||||
max = 40;
|
||||
}
|
||||
else if (rnd < 10)
|
||||
{
|
||||
attributeCount = Utility.RandomMinMax(1, 2);
|
||||
min = 10;
|
||||
max = 30;
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeCount = 1;
|
||||
min = 10;
|
||||
max = 20;
|
||||
}
|
||||
}
|
||||
|
||||
case 0xE40 : ItemID = 0xE41; break;
|
||||
case 0xE41 : ItemID = 0xE40; break;
|
||||
}
|
||||
}
|
||||
public void Flip()
|
||||
{
|
||||
switch (ItemID)
|
||||
{
|
||||
case 0x9AB:
|
||||
ItemID = 0xE7C;
|
||||
break;
|
||||
case 0xE7C:
|
||||
ItemID = 0x9AB;
|
||||
break;
|
||||
|
||||
private void Fill( int level )
|
||||
{
|
||||
TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = level * 25;
|
||||
TrapLevel = level;
|
||||
Locked = true;
|
||||
case 0xE40:
|
||||
ItemID = 0xE41;
|
||||
break;
|
||||
case 0xE41:
|
||||
ItemID = 0xE40;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch ( level )
|
||||
{
|
||||
case 1: RequiredSkill = 36; break;
|
||||
case 2: RequiredSkill = 76; break;
|
||||
case 3: RequiredSkill = 84; break;
|
||||
case 4: RequiredSkill = 92; break;
|
||||
case 5: RequiredSkill = 100; break;
|
||||
}
|
||||
private void Fill(int level)
|
||||
{
|
||||
TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = level * 25;
|
||||
TrapLevel = level;
|
||||
Locked = true;
|
||||
|
||||
LockLevel = RequiredSkill - 10;
|
||||
MaxLockLevel = RequiredSkill + 40;
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
RequiredSkill = 36;
|
||||
break;
|
||||
case 2:
|
||||
RequiredSkill = 76;
|
||||
break;
|
||||
case 3:
|
||||
RequiredSkill = 84;
|
||||
break;
|
||||
case 4:
|
||||
RequiredSkill = 92;
|
||||
break;
|
||||
case 5:
|
||||
RequiredSkill = 100;
|
||||
break;
|
||||
}
|
||||
|
||||
DropItem( new Gold( level * 200 ) );
|
||||
LockLevel = RequiredSkill - 10;
|
||||
MaxLockLevel = RequiredSkill + 40;
|
||||
|
||||
for ( int i = 0; i < level; ++i )
|
||||
DropItem( Loot.RandomScroll( 0, 63, SpellbookType.Regular ) );
|
||||
DropItem(new Gold(level * 200));
|
||||
|
||||
for ( int i = 0; i < level * 2; ++i )
|
||||
{
|
||||
Item item;
|
||||
for (int i = 0; i < level; ++i)
|
||||
DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
|
||||
|
||||
if ( Core.AOS )
|
||||
item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
|
||||
else
|
||||
item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
for (int i = 0; i < level * 2; ++i)
|
||||
{
|
||||
Item item;
|
||||
|
||||
if ( item is BaseWeapon weapon )
|
||||
{
|
||||
if ( Core.AOS )
|
||||
{
|
||||
GetRandomAOSStats( out var attributeCount, out var min, out var max );
|
||||
BaseRunicTool.ApplyAttributesTo( weapon, attributeCount, min, max );
|
||||
}
|
||||
else
|
||||
{
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 6 );
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 6 );
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 6 );
|
||||
}
|
||||
if (Core.AOS)
|
||||
item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
|
||||
else
|
||||
item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
DropItem( weapon );
|
||||
}
|
||||
else if ( item is BaseArmor armor )
|
||||
{
|
||||
if ( Core.AOS )
|
||||
{
|
||||
GetRandomAOSStats( out var attributeCount, out var min, out var max );
|
||||
BaseRunicTool.ApplyAttributesTo( armor, attributeCount, min, max );
|
||||
}
|
||||
else
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( 6 );
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random( 6 );
|
||||
}
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
if (Core.AOS)
|
||||
{
|
||||
GetRandomAOSStats(out int attributeCount, out int min, out int max);
|
||||
BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6);
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6);
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
|
||||
}
|
||||
|
||||
DropItem( armor );
|
||||
}
|
||||
else if ( item is BaseHat hat )
|
||||
{
|
||||
if ( Core.AOS )
|
||||
{
|
||||
GetRandomAOSStats( out var attributeCount, out var min, out var max );
|
||||
BaseRunicTool.ApplyAttributesTo( hat, attributeCount, min, max );
|
||||
}
|
||||
DropItem(weapon);
|
||||
}
|
||||
else if (item is BaseArmor armor)
|
||||
{
|
||||
if (Core.AOS)
|
||||
{
|
||||
GetRandomAOSStats(out int attributeCount, out int min, out int max);
|
||||
BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(6);
|
||||
}
|
||||
|
||||
DropItem( hat );
|
||||
}
|
||||
else if ( item is BaseJewel jewel )
|
||||
{
|
||||
GetRandomAOSStats( out var attributeCount, out var min, out var max );
|
||||
BaseRunicTool.ApplyAttributesTo( jewel, attributeCount, min, max );
|
||||
DropItem(armor);
|
||||
}
|
||||
else if (item is BaseHat hat)
|
||||
{
|
||||
if (Core.AOS)
|
||||
{
|
||||
GetRandomAOSStats(out int attributeCount, out int min, out int max);
|
||||
BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
|
||||
}
|
||||
|
||||
DropItem( jewel );
|
||||
}
|
||||
}
|
||||
DropItem(hat);
|
||||
}
|
||||
else if (item is BaseJewel jewel)
|
||||
{
|
||||
GetRandomAOSStats(out int attributeCount, out int min, out int max);
|
||||
BaseRunicTool.ApplyAttributesTo(jewel, attributeCount, min, max);
|
||||
|
||||
for ( int i = 0; i < level; i++ )
|
||||
{
|
||||
Item item = Loot.RandomPossibleReagent();
|
||||
item.Amount = Utility.RandomMinMax( 40, 60 );
|
||||
DropItem( item );
|
||||
}
|
||||
DropItem(jewel);
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < level; i++ )
|
||||
{
|
||||
Item item = Loot.RandomGem();
|
||||
DropItem( item );
|
||||
}
|
||||
for (int i = 0; i < level; i++)
|
||||
{
|
||||
Item item = Loot.RandomPossibleReagent();
|
||||
item.Amount = Utility.RandomMinMax(40, 60);
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
DropItem( new TreasureMap( level + 1, ( Utility.RandomBool() ? Map.Felucca : Map.Trammel ) ) );
|
||||
}
|
||||
for (int i = 0; i < level; i++)
|
||||
{
|
||||
Item item = Loot.RandomGem();
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
public ParagonChest( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
DropItem(new TreasureMap(level + 1, Utility.RandomBool() ? Map.Felucca : Map.Trammel));
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
|
||||
writer.Write( (int) 0 ); // version
|
||||
writer.Write(0); // version
|
||||
|
||||
writer.Write( m_Name );
|
||||
}
|
||||
writer.Write(m_Name);
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
|
||||
int version = reader.ReadInt();
|
||||
int version = reader.ReadInt();
|
||||
|
||||
m_Name = Utility.Intern( reader.ReadString() );
|
||||
}
|
||||
}
|
||||
}
|
||||
m_Name = Utility.Intern(reader.ReadString());
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue