- Code cleaning, consolidation and bugfixing of special scrolls (powerscroll/statscroll/transcendence/alacrity).

--> Fixed a bug preventing SoT not being spawned in Malas champion spawns (i.e. Bedlam Crypt)
(http://www.uodemise.com/discussion/showthread.php?t=135520)

- Added contextual menu entries to add players in party, and kicking them from house (friends can be kicked if in ML environment). Timeout to accept party invite is increased to 30 seconds as per OSI
(http://www.uodemise.com/discussion/showthread.php?t=120724)

- Runebeetles can be angered during taming attempts
(http://www.uodemise.com/discussion/showthread.php?t=137677)

- You can cook near forges
(http://www.uodemise.com/discussion/showthread.php?t=137731)
This commit is contained in:
daedalus 2010-02-20 17:26:57 +00:00
parent bab1490105
commit fe6c18a2d4
14 changed files with 644 additions and 1047 deletions

View file

@ -2,14 +2,35 @@ using System;
using Server;
using Server.Gumps;
using Server.Network;
using System.Collections;
using System.Collections.Generic;
namespace Server.Items
{
public class PowerScroll : Item
public class PowerScroll : SpecialScroll
{
private SkillName m_Skill;
private double m_Value;
public override int Message { get { return 1049469; } } /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
* You can view your maximum skill values in your skills window.
* You can view your maximum statistic value in your statistics window. */
public override int Title
{
get
{
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
return 1049635 + (int)level; /* Wonderous Scroll (105 Skill): OR
* Exalted Scroll (110 Skill): OR
* Mythical Scroll (115 Skill): OR
* Legendary Scroll (120 Skill): */
return 0;
}
}
public override string DefaultTitle{ get{ return String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", Value ); } }
private static SkillName[] m_Skills = new SkillName[]
{
SkillName.Blacksmith,
@ -38,28 +59,6 @@ namespace Server.Items
private static SkillName[] m_AOSSkills = new SkillName[]
{
SkillName.Blacksmith,
SkillName.Tailoring,
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking,
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
@ -70,242 +69,132 @@ namespace Server.Items
private static SkillName[] m_SESkills = new SkillName[]
{
SkillName.Blacksmith,
SkillName.Tailoring,
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking,
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak,
SkillName.Ninjitsu,
SkillName.Bushido
};
private static List<SkillName> _Skills = new List<SkillName>();
private static SkillName[] m_MLSkills = new SkillName[]
public static List<SkillName> Skills
{
get
{
SkillName.Blacksmith,
SkillName.Tailoring,
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking,
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak,
SkillName.Ninjitsu,
SkillName.Bushido,
SkillName.Spellweaving
};
public static SkillName[] Skills{ get{ return ( Core.ML ? m_MLSkills : Core.SE ? m_SESkills : Core.AOS ? m_AOSSkills : m_Skills ); } }
if ( _Skills.Count == 0 )
{
switch ( Core.Expansion )
{
case Expansion.ML: _Skills.Add( SkillName.Spellweaving ); goto case Expansion.SE;
case Expansion.SE: _Skills.AddRange( m_SESkills ); goto case Expansion.AOS;
case Expansion.AOS: _Skills.AddRange( m_AOSSkills ); goto default;
default: _Skills.AddRange( m_Skills ); break;
}
}
return _Skills;
}
}
public static PowerScroll CreateRandom( int min, int max )
{
min /= 5;
max /= 5;
SkillName[] skills = PowerScroll.Skills;
return new PowerScroll( skills[Utility.Random( skills.Length )], 100 + (Utility.RandomMinMax( min, max ) * 5));
return new PowerScroll( Skills[Utility.Random( Skills.Count )], 100 + ( Utility.RandomMinMax( min, max ) * 5 ) );
}
public static PowerScroll CreateRandomNoCraft( int min, int max )
{
min /= 5;
max /= 5;
SkillName[] skills = PowerScroll.Skills;
SkillName skillName;
do
{
skillName = skills[Utility.Random( skills.Length )];
skillName = Skills[Utility.Random( Skills.Count )];
} while ( skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring );
return new PowerScroll( skillName, 100 + (Utility.RandomMinMax( min, max ) * 5));
}
[Constructable]
public PowerScroll( SkillName skill, double value ) : base( 0x14F0 )
public PowerScroll() : this( SkillName.Alchemy, 0.0 )
{
base.Hue = 0x481;
base.Weight = 1.0;
m_Skill = skill;
m_Value = value;
if ( m_Value > 105.0 )
LootType = LootType.Cursed;
}
[Constructable]
public PowerScroll( SkillName skill, double value ) : base( skill, value )
{
Hue = 0x481;
if ( Value == 105.0 )
LootType = LootType.Regular;
}
public PowerScroll( Serial serial ) : base( serial )
{
}
[CommandProperty( AccessLevel.GameMaster )]
public SkillName Skill
public override void AddNameProperty( ObjectPropertyList list )
{
get
{
return m_Skill;
}
set
{
m_Skill = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public double Value
{
get
{
return m_Value;
}
set
{
m_Value = value;
}
}
private string GetNameLocalized()
{
return String.Concat( "#", (1044060 + (int)m_Skill).ToString() );
}
private string GetName()
{
int index = (int)m_Skill;
SkillInfo[] table = SkillInfo.Table;
if ( index >= 0 && index < table.Length )
return table[index].Name.ToLower();
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
list.Add( 1049639 + (int)level, GetNameLocalized() ); /* a wonderous scroll of ~1_type~ (105 Skill) OR
* an exalted scroll of ~1_type~ (110 Skill) OR
* a mythical scroll of ~1_type~ (115 Skill) OR
* a legendary scroll of ~1_type~ (120 Skill) */
else
return "???";
}
public override void AddNameProperty(ObjectPropertyList list)
{
if ( m_Value == 105.0 )
list.Add( 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
else if ( m_Value == 110.0 )
list.Add( 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
else if ( m_Value == 115.0 )
list.Add( 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
else if ( m_Value == 120.0 )
list.Add( 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
else
list.Add( "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
list.Add( "a power scroll of {0} ({1} Skill)", GetName(), Value );
}
public override void OnSingleClick( Mobile from )
{
if ( m_Value == 105.0 )
base.LabelTo( from, 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
else if ( m_Value == 110.0 )
base.LabelTo( from, 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
else if ( m_Value == 115.0 )
base.LabelTo( from, 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
else if ( m_Value == 120.0 )
base.LabelTo( from, 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
base.LabelTo( from, 1049639 + (int)level, GetNameLocalized() );
else
base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), Value );
}
public override bool CanUse( Mobile from )
{
if ( !base.CanUse( from ) )
return false;
Skill skill = from.Skills[Skill];
if ( skill == null )
return false;
if ( skill.Cap >= Value )
{
from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
return false;
}
return true;
}
public void Use( Mobile from, bool firstStage )
public override void Use( Mobile from )
{
if ( Deleted )
if ( !CanUse( from ) )
return;
from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
if ( IsChildOf( from.Backpack ) )
{
Skill skill = from.Skills[m_Skill];
from.Skills[Skill].Cap = Value;
if ( skill != null )
{
if ( skill.Cap >= m_Value )
{
from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
}
else
{
if ( firstStage )
{
from.CloseGump(typeof(StatCapScroll.InternalGump));
from.CloseGump(typeof(PowerScroll.InternalGump));
#region Scroll of Alacrity
from.CloseGump(typeof(ScrollofAlacrity.InternalGump));
#endregion
from.SendGump(new InternalGump(from, this));
}
else
{
from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
Effects.SendLocationParticles( EffectItem.Create( from.Location, from.Map, EffectItem.DefaultDuration ), 0, 0, 0, 0, 0, 5060, 0 );
Effects.PlaySound( from.Location, from.Map, 0x243 );
skill.Cap = m_Value;
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 4, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 4, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendLocationParticles( EffectItem.Create( from.Location, from.Map, EffectItem.DefaultDuration ), 0, 0, 0, 0, 0, 5060, 0 );
Effects.PlaySound( from.Location, from.Map, 0x243 );
Effects.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 4, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 4, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
Effects.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );
Delete();
}
}
}
}
else
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
}
public override void OnDoubleClick( Mobile from )
{
Use( from, true );
Delete();
}
public override void Serialize( GenericWriter writer )
@ -313,92 +202,22 @@ namespace Server.Items
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_Skill );
writer.Write( (double) m_Value );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
int version = ( InheritsItem ? 0 : reader.ReadInt() ); //Required for SpecialScroll insertion
switch ( version )
{
case 0:
{
m_Skill = (SkillName)reader.ReadInt();
m_Value = reader.ReadDouble();
break;
}
}
if ( m_Value == 105.0 )
if ( Value == 105.0 )
{
LootType = LootType.Regular;
}
else
{
LootType = LootType.Cursed;
if ( Insured )
Insured = false;
}
}
public class InternalGump : Gump
{
private Mobile m_Mobile;
private PowerScroll m_Scroll;
public InternalGump( Mobile mobile, PowerScroll scroll ) : base( 25, 50 )
{
m_Mobile = mobile;
m_Scroll = scroll;
AddPage( 0 );
AddBackground( 25, 10, 420, 200, 5054 );
AddImageTiled( 33, 20, 401, 181, 2624 );
AddAlphaRegion( 33, 20, 401, 181 );
AddHtmlLocalized( 40, 48, 387, 100, 1049469, true, true ); /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
* You can view your maximum skill values in your skills window.
* You can view your maximum statistic value in your statistics window.
*/
AddHtmlLocalized( 125, 148, 200, 20, 1049478, 0xFFFFFF, false, false ); // Do you wish to use this scroll?
AddButton( 100, 172, 4005, 4007, 1, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 135, 172, 120, 20, 1046362, 0xFFFFFF, false, false ); // Yes
AddButton( 275, 172, 4005, 4007, 0, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 310, 172, 120, 20, 1046363, 0xFFFFFF, false, false ); // No
double value = scroll.m_Value;
if ( value == 105.0 )
AddHtmlLocalized( 40, 20, 260, 20, 1049635, 0xFFFFFF, false, false ); // Wonderous Scroll (105 Skill):
else if ( value == 110.0 )
AddHtmlLocalized( 40, 20, 260, 20, 1049636, 0xFFFFFF, false, false ); // Exalted Scroll (110 Skill):
else if ( value == 115.0 )
AddHtmlLocalized( 40, 20, 260, 20, 1049637, 0xFFFFFF, false, false ); // Mythical Scroll (115 Skill):
else if ( value == 120.0 )
AddHtmlLocalized( 40, 20, 260, 20, 1049638, 0xFFFFFF, false, false ); // Legendary Scroll (120 Skill):
else
AddHtml( 40, 20, 260, 20, String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", value ), false, false );
AddHtmlLocalized( 310, 20, 120, 20, 1044060 + (int)scroll.m_Skill, 0xFFFFFF, false, false );
}
public override void OnResponse( NetState state, RelayInfo info )
{
if ( info.ButtonID == 1 )
m_Scroll.Use( m_Mobile, false );
Insured = false;
}
}
}