using System; using Server; using Server.Gumps; using Server.Network; using Server.Accounting; using Server.Engines.VeteranRewards; using Server.Multis; using Server.Mobiles; namespace Server.Items { public class SoulStone : Item, ISecurable { public override int LabelNumber { get { return 1030899; } } // soulstone private int m_ActiveItemID; private int m_InactiveItemID; private SecureLevel m_Level; [CommandProperty( AccessLevel.GameMaster )] public SecureLevel Level { get{ return m_Level; } set{ m_Level = value; } } [CommandProperty( AccessLevel.GameMaster )] public virtual int ActiveItemID { get { return m_ActiveItemID; } set { m_ActiveItemID = value; if( !IsEmpty ) this.ItemID = m_ActiveItemID; } } [CommandProperty( AccessLevel.GameMaster )] public virtual int InactiveItemID { get { return m_InactiveItemID; } set { m_InactiveItemID = value; if( IsEmpty ) this.ItemID = m_InactiveItemID; } } private string m_Account, m_LastUserName; private DateTime m_NextUse; // TODO: unused, it's here not to break serialize/deserialize private SkillName m_Skill; private double m_SkillValue; [CommandProperty( AccessLevel.GameMaster )] public string Account { get{ return m_Account; } set{ m_Account = value; } } [CommandProperty( AccessLevel.GameMaster )] public string LastUserName { get{ return m_LastUserName; } set{ m_LastUserName = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public SkillName Skill { get{ return m_Skill; } set{ m_Skill = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public double SkillValue { get{ return m_SkillValue; } set { m_SkillValue = value; if ( !IsEmpty ) this.ItemID = m_ActiveItemID; else this.ItemID = m_InactiveItemID; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public bool IsEmpty { get{ return m_SkillValue <= 0.0; } } [Constructable] public SoulStone() : this( null ) { } [Constructable] public SoulStone( string account ) : this( account, 0x2A93, 0x2A94 ) { } public SoulStone( string account, int itemID ) : this( account, itemID, itemID ) { } public SoulStone( string account, int inactiveItemID, int activeItemID ) : base( inactiveItemID ) { Light = LightType.Circle300; LootType = LootType.Blessed; m_InactiveItemID = inactiveItemID; m_ActiveItemID = activeItemID; m_Account = account; } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( !this.IsEmpty ) { list.Add( 1070721, "#{0}\t{1:0.0}", 1044060 + (int)this.Skill, this.SkillValue ); // Skill stored: ~1_skillname~ ~2_skillamount~ } string name = this.LastUserName; if ( name == null ) name = String.Format( "#{0}", 1074235 ); // Unknown list.Add( 1041602, "{0}", name ); // Owner: ~1_val~ } private static bool CheckCombat( Mobile m, TimeSpan time ) { for ( int i = 0; i < m.Aggressed.Count; ++i ) { AggressorInfo info = m.Aggressed[i]; if ( DateTime.Now - info.LastCombatTime < time ) return true; } return false; } protected virtual bool CheckUse( Mobile from ) { DateTime now = DateTime.Now; PlayerMobile pm = from as PlayerMobile; if ( this.Deleted || !this.IsAccessibleTo( from ) ) { return false; } else if ( from.Map != this.Map || !from.InRange( GetWorldLocation(), 2 ) ) { from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that. return false; } else if ( this.Account != null && ( !(from.Account is Account) || from.Account.Username != this.Account ) ) { from.SendLocalizedMessage( 1070714 ); // This is an Account Bound Soulstone, and your character is not bound to it. You cannot use this Soulstone. return false; } else if ( CheckCombat( from, TimeSpan.FromMinutes( 2.0 ) ) ) { from.SendLocalizedMessage( 1070727 ); // You must wait two minutes after engaging in combat before you can use a Soulstone. return false; } else if ( from.Criminal ) { from.SendLocalizedMessage( 1070728 ); // You must wait two minutes after committing a criminal act before you can use a Soulstone. return false; } else if ( from.Region.GetLogoutDelay( from ) > TimeSpan.Zero ) { from.SendLocalizedMessage( 1070729 ); // In order to use your Soulstone, you must be in a safe log-out location. return false; } else if ( !from.Alive ) { from.SendLocalizedMessage( 1070730 ); // You may not use a Soulstone while your character is dead. return false; } else if ( Factions.Sigil.ExistsOn( from ) ) { from.SendLocalizedMessage( 1070731 ); // You may not use a Soulstone while your character has a faction town sigil. return false; } else if ( from.Spell != null && from.Spell.IsCasting ) { from.SendLocalizedMessage( 1070733 ); // You may not use a Soulstone while your character is casting a spell. return false; } else if ( from.Poisoned ) { from.SendLocalizedMessage( 1070734 ); // You may not use a Soulstone while your character is poisoned. return false; } else if ( from.Paralyzed ) { from.SendLocalizedMessage( 1070735 ); // You may not use a Soulstone while your character is paralyzed. return false; } #region Scroll of Alacrity if ( pm.AcceleratedStart > DateTime.Now ) { from.SendLocalizedMessage(1078115); // You may not use a soulstone while your character is under the effects of a Scroll of Alacrity. return false; } #endregion else { return true; } } public override void OnDoubleClick( Mobile from ) { if ( !CheckUse( from ) ) return; from.CloseGump( typeof( SelectSkillGump ) ); from.CloseGump( typeof( ConfirmSkillGump ) ); from.CloseGump( typeof( ConfirmTransferGump ) ); from.CloseGump( typeof( ConfirmRemovalGump ) ); from.CloseGump( typeof( ErrorGump ) ); if ( this.IsEmpty ) from.SendGump( new SelectSkillGump( this, from ) ); else from.SendGump( new ConfirmTransferGump( this, from ) ); } private class SelectSkillGump : Gump { private SoulStone m_Stone; public SelectSkillGump( SoulStone stone, Mobile from ) : base( 50, 50 ) { m_Stone = stone; AddPage( 0 ); AddBackground( 0, 0, 520, 440, 0x13BE ); AddImageTiled( 10, 10, 500, 20, 0xA40 ); AddImageTiled( 10, 40, 500, 360, 0xA40 ); AddImageTiled( 10, 410, 500, 20, 0xA40 ); AddAlphaRegion( 10, 10, 500, 420 ); AddHtmlLocalized( 10, 12, 500, 20, 1061087, 0x7FFF, false, false ); // Which skill do you wish to transfer to the Soulstone? AddButton( 10, 410, 0xFB1, 0xFB2, 0, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 412, 450, 20, 1060051, 0x7FFF, false, false ); // CANCEL for ( int i = 0, n = 0; i < from.Skills.Length; i++ ) { Skill skill = from.Skills[i]; if ( skill.Base > 0.0 ) { int p = n % 30; if ( p == 0 ) { int page = n / 30; if ( page > 0 ) { AddButton( 260, 380, 0xFA5, 0xFA6, 0, GumpButtonType.Page, page + 1 ); AddHtmlLocalized( 305, 382, 200, 20, 1011066, 0x7FFF, false, false ); // Next page } AddPage( page + 1 ); if ( page > 0 ) { AddButton( 10, 380, 0xFAE, 0xFAF, 0, GumpButtonType.Page, page ); AddHtmlLocalized( 55, 382, 200, 20, 1011067, 0x7FFF, false, false ); // Previous page } } int x = ( p % 2 == 0 ) ? 10 : 260; int y = ( p / 2 ) * 20 + 40; AddButton( x, y, 0xFA5, 0xFA6, i + 1, GumpButtonType.Reply, 0 ); AddHtmlLocalized( x + 45, y + 2, 200, 20, 1044060 + i, 0x7FFF, false, false ); n++; } } } public override void OnResponse( NetState sender, RelayInfo info ) { if ( info.ButtonID == 0 || !m_Stone.IsEmpty ) return; Mobile from = sender.Mobile; int iSkill = info.ButtonID - 1; if ( iSkill < 0 || iSkill >= from.Skills.Length ) return; Skill skill = from.Skills[iSkill]; if ( skill.Base <= 0.0 ) return; if ( !m_Stone.CheckUse( from ) ) return; from.SendGump( new ConfirmSkillGump( m_Stone, skill ) ); } } private class ConfirmSkillGump : Gump { private SoulStone m_Stone; private Skill m_Skill; public ConfirmSkillGump( SoulStone stone, Skill skill ) : base( 50, 50 ) { m_Stone = stone; m_Skill = skill; AddBackground( 0, 0, 520, 440, 0x13BE ); AddImageTiled( 10, 10, 500, 20, 0xA40 ); AddImageTiled( 10, 40, 500, 360, 0xA40 ); AddImageTiled( 10, 410, 500, 20, 0xA40 ); AddAlphaRegion( 10, 10, 500, 420 ); AddHtmlLocalized( 10, 12, 500, 20, 1070709, 0x7FFF, false, false ); //
Confirm Soulstone Transfer
/*
Soulstone

* You are using a Soulstone. This powerful artifact allows you to remove skill points * from your character and store them in the stone for later retrieval. In order to use * the stone, you must make sure your Skill Lock for the indicated skill is pointed downward. * Click the "Skills" button on your Paperdoll to access the Skill List, and double-check * your skill lock.

* * Once you activate the stone, all skill points in the indicated skill will be removed from * your character. These skill points can later be retrieved. IMPORTANT: When retrieving * skill points from a Soulstone, the Soulstone WILL REPLACE any existing skill points * already on your character!

* * This is an Account Bound Soulstone. Skill pointsstored inside can be retrieved by any * character on the same account as the character who placed them into the stone. */ AddHtmlLocalized( 10, 42, 500, 110, 1061067, 0x7FFF, false, true ); AddHtmlLocalized( 10, 200, 390, 20, 1062297, 0x7FFF, false, false ); // Skill Chosen: AddHtmlLocalized( 210, 200, 390, 20, 1044060 + skill.SkillID, 0x7FFF, false, false ); AddHtmlLocalized( 10, 220, 390, 20, 1062298, 0x7FFF, false, false ); // Current Value: AddLabel( 210, 220, 0x481, skill.Base.ToString( "0.0" ) ); AddHtmlLocalized( 10, 240, 390, 20, 1062299, 0x7FFF, false, false ); // Current Cap: AddLabel( 210, 240, 0x481, skill.Cap.ToString( "0.0" ) ); AddHtmlLocalized( 10, 260, 390, 20, 1062300, 0x7FFF, false, false ); // New Value: AddLabel( 210, 260, 0x481, "0.0" ); AddButton( 10, 360, 0xFA5, 0xFA6, 2, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 362, 450, 20, 1070720, 0x7FFF, false, false ); // Activate the stone. I am ready to transfer the skill points to it. AddButton( 10, 380, 0xFA5, 0xFA6, 1, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 382, 450, 20, 1062279, 0x7FFF, false, false ); // No, let me make another selection. AddButton( 10, 410, 0xFB1, 0xFB2, 0, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 412, 450, 20, 1060051, 0x7FFF, false, false ); // CANCEL } public override void OnResponse( NetState sender, RelayInfo info ) { if ( info.ButtonID == 0 || !m_Stone.IsEmpty ) return; Mobile from = sender.Mobile; if ( !m_Stone.CheckUse( from ) ) return; if ( info.ButtonID == 1 ) // Is asking for another selection { from.SendGump( new SelectSkillGump( m_Stone, from ) ); return; } if ( m_Skill.Base <= 0.0 ) return; if ( m_Skill.Lock != SkillLock.Down ) { //
Unable to Transfer Selected Skill to Soulstone
/* You cannot transfer the selected skill to the Soulstone at this time. The selected * skill may be locked or set to raise in your skill menu. Click on "Skills" in your * paperdoll menu to check your raise/locked/lower settings and your total skills. * Make any needed adjustments, then click "Continue". If you do not wish to transfer * the selected skill at this time, click "Cancel". */ from.SendGump( new ErrorGump( m_Stone, 1070710, 1070711 ) ); return; } m_Stone.Skill = m_Skill.SkillName; m_Stone.SkillValue = m_Skill.Base; m_Skill.Base = 0.0; from.SendLocalizedMessage( 1070712 ); // You have successfully transferred your skill points into the Soulstone. m_Stone.LastUserName = from.Name; 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.SendMovingParticles( new Entity( Server.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.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 ); } } private class ConfirmTransferGump : Gump { private SoulStone m_Stone; public ConfirmTransferGump( SoulStone stone, Mobile from ) : base( 50, 50 ) { m_Stone = stone; AddBackground( 0, 0, 520, 440, 0x13BE ); AddImageTiled( 10, 10, 500, 20, 0xA40 ); AddImageTiled( 10, 40, 500, 360, 0xA40 ); AddImageTiled( 10, 410, 500, 20, 0xA40 ); AddAlphaRegion( 10, 10, 500, 420 ); AddHtmlLocalized( 10, 12, 500, 20, 1070709, 0x7FFF, false, false ); //
Confirm Soulstone Transfer
/*
Soulstone

* You are using a Soulstone. This powerful artifact allows you to remove skill points * from your character and store them in the stone for later retrieval. In order to use * the stone, you must make sure your Skill Lock for the indicated skill is pointed downward. * Click the "Skills" button on your Paperdoll to access the Skill List, and double-check * your skill lock.

* * Once you activate the stone, all skill points in the indicated skill will be removed from * your character. These skill points can later be retrieved. IMPORTANT: When retrieving * skill points from a Soulstone, the Soulstone WILL REPLACE any existing skill points * already on your character!

* * This is an Account Bound Soulstone. Skill pointsstored inside can be retrieved by any * character on the same account as the character who placed them into the stone. */ AddHtmlLocalized( 10, 42, 500, 110, 1061067, 0x7FFF, false, true ); AddHtmlLocalized( 10, 200, 390, 20, 1070718, 0x7FFF, false, false ); // Skill Stored: AddHtmlLocalized( 210, 200, 390, 20, 1044060 + (int)stone.Skill, 0x7FFF, false, false ); Skill fromSkill = from.Skills[stone.Skill]; AddHtmlLocalized( 10, 220, 390, 20, 1062298, 0x7FFF, false, false ); // Current Value: AddLabel( 210, 220, 0x481, fromSkill.Base.ToString( "0.0" ) ); AddHtmlLocalized( 10, 240, 390, 20, 1062299, 0x7FFF, false, false ); // Current Cap: AddLabel( 210, 240, 0x481, fromSkill.Cap.ToString( "0.0" ) ); AddHtmlLocalized( 10, 260, 390, 20, 1062300, 0x7FFF, false, false ); // New Value: AddLabel( 210, 260, 0x481, stone.SkillValue.ToString( "0.0" ) ); AddButton( 10, 360, 0xFA5, 0xFA6, 2, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 362, 450, 20, 1070719, 0x7FFF, false, false ); // Activate the stone. I am ready to retrieve the skill points from it. AddButton( 10, 380, 0xFA5, 0xFA6, 1, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 382, 450, 20, 1070723, 0x7FFF, false, false ); // Remove all skill points from this stone and DO NOT absorb them. AddButton( 10, 410, 0xFB1, 0xFB2, 0, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 412, 450, 20, 1060051, 0x7FFF, false, false ); // CANCEL } public override void OnResponse( NetState sender, RelayInfo info ) { if ( info.ButtonID == 0 || m_Stone.IsEmpty ) return; Mobile from = sender.Mobile; if ( !m_Stone.CheckUse( from ) ) return; if ( info.ButtonID == 1 ) // Remove skill points { from.SendGump( new ConfirmRemovalGump( m_Stone ) ); return; } SkillName skill = m_Stone.Skill; double skillValue = m_Stone.SkillValue; Skill fromSkill = from.Skills[m_Stone.Skill]; /* If we have, say, 88.4 in our skill and the stone holds 100, we need * 11.6 free points. Also, if we're below our skillcap by, say, 8.2 points, * we only need 11.6 - 8.2 = 3.4 points. */ int requiredAmount = (int)(skillValue * 10) - fromSkill.BaseFixedPoint - (from.SkillsCap - from.SkillsTotal); bool cannotAbsorb = false; if ( fromSkill.Lock != SkillLock.Up ) { cannotAbsorb = true; } else if ( requiredAmount > 0 ) { int available = 0; for ( int i = 0; i < from.Skills.Length; ++i ) { if ( from.Skills[i].Lock != SkillLock.Down ) continue; available += from.Skills[i].BaseFixedPoint; } if ( requiredAmount > available ) cannotAbsorb = true; } if ( cannotAbsorb ) { //
Unable to Absorb Selected Skill from Soulstone
/* You cannot absorb the selected skill from the Soulstone at this time. The selected * skill may be locked or set to lower in your skill menu. You may also be at your * total skill cap. Click on "Skills" in your paperdoll menu to check your * raise/locked/lower settings and your total skills. Make any needed adjustments, * then click "Continue". If you do not wish to transfer the selected skill at this * time, click "Cancel". */ from.SendGump( new ErrorGump( m_Stone, 1070717, 1070716 ) ); return; } if ( skillValue > fromSkill.Cap ) { //
Unable to Absorb Selected Skill from Soulstone
/* The amount of skill stored in this stone exceeds your individual skill cap for * that skill. In order to retrieve the skill points stored in this stone, you must * obtain a Power Scroll of the appropriate type and level in order to increase your * skill cap. You cannot currently retrieve the skill points stored in this stone. */ from.SendGump( new ErrorGump( m_Stone, 1070717, 1070715 ) ); return; } if ( fromSkill.Base >= skillValue ) { //
Unable to Absorb Selected Skill from Soulstone
/* You cannot transfer the selected skill to the Soulstone at this time. The selected * skill has a skill level higher than what is stored in the Soulstone. */ // Wrong message?! from.SendGump( new ErrorGump( m_Stone, 1070717, 1070802 ) ); return; } #region Scroll of ALacrity PlayerMobile pm = from as PlayerMobile; if (pm.AcceleratedStart > DateTime.Now) { //
Unable to Absorb Selected Skill from Soulstone
/*You may not use a soulstone while your character is under the effects of a Scroll of Alacrity.*/ // Wrong message?! from.SendGump(new ErrorGump(m_Stone, 1070717, 1078115)); return; } #endregion if ( requiredAmount > 0 ) { for ( int i = 0; i < from.Skills.Length; ++i ) { if ( from.Skills[i].Lock != SkillLock.Down ) continue; if ( requiredAmount >= from.Skills[i].BaseFixedPoint ) { requiredAmount -= from.Skills[i].BaseFixedPoint; from.Skills[i].Base = 0.0; } else { from.Skills[i].BaseFixedPoint -= requiredAmount; break; } } } fromSkill.Base = skillValue; m_Stone.SkillValue = 0.0; from.SendLocalizedMessage( 1070713 ); // You have successfully absorbed the Soulstone's skill points. m_Stone.LastUserName = from.Name; 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.SendMovingParticles( new Entity( Server.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.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 ); if( m_Stone is SoulstoneFragment ) { SoulstoneFragment frag = m_Stone as SoulstoneFragment; if( --frag.UsesRemaining <= 0 ) from.SendLocalizedMessage( 1070974 ); // You have used up your soulstone fragment. } } } private class ConfirmRemovalGump : Gump { private SoulStone m_Stone; public ConfirmRemovalGump( SoulStone stone ) : base( 50, 50 ) { m_Stone = stone; AddBackground( 0, 0, 520, 440, 0x13BE ); AddImageTiled( 10, 10, 500, 20, 0xA40 ); AddImageTiled( 10, 40, 500, 360, 0xA40 ); AddImageTiled( 10, 410, 500, 20, 0xA40 ); AddAlphaRegion( 10, 10, 500, 420 ); AddHtmlLocalized( 10, 12, 500, 20, 1070725, 0x7FFF, false, false ); //
Confirm Soulstone Skill Removal
/* WARNING!

* * You are about to permanently remove all skill points stored in this Soulstone. * You WILL NOT absorb these skill points. They will be DELETED.

* * Are you sure you wish to do this? If not, press the Cancel button. */ AddHtmlLocalized( 10, 42, 500, 110, 1070724, 0x7FFF, false, true ); AddButton( 10, 380, 0xFA5, 0xFA6, 1, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 382, 450, 20, 1052072, 0x7FFF, false, false ); // Continue AddButton( 10, 410, 0xFB1, 0xFB2, 0, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 412, 450, 20, 1060051, 0x7FFF, false, false ); // CANCEL } public override void OnResponse( NetState sender, RelayInfo info ) { if ( info.ButtonID == 0 || m_Stone.IsEmpty ) return; Mobile from = sender.Mobile; if ( !m_Stone.CheckUse( from ) ) return; m_Stone.SkillValue = 0.0; from.SendLocalizedMessage( 1070726 ); // You have successfully deleted the Soulstone's skill points. } } private class ErrorGump : Gump { private SoulStone m_Stone; public ErrorGump( SoulStone stone, int title, int message ) : base( 50, 50 ) { m_Stone = stone; AddBackground( 0, 0, 520, 440, 0x13BE ); AddImageTiled( 10, 10, 500, 20, 0xA40 ); AddImageTiled( 10, 40, 500, 360, 0xA40 ); AddImageTiled( 10, 410, 500, 20, 0xA40 ); AddAlphaRegion( 10, 10, 500, 420 ); AddHtmlLocalized( 10, 12, 500, 20, title, 0x7FFF, false, false ); AddHtmlLocalized( 10, 42, 500, 110, message, 0x7FFF, false, true ); AddButton( 10, 380, 0xFA5, 0xFA6, 1, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 382, 450, 20, 1052072, 0x7FFF, false, false ); // Continue AddButton( 10, 410, 0xFB1, 0xFB2, 0, GumpButtonType.Reply, 0 ); AddHtmlLocalized( 45, 412, 450, 20, 1060051, 0x7FFF, false, false ); // CANCEL } public override void OnResponse( NetState sender, RelayInfo info ) { if ( info.ButtonID == 0 ) return; Mobile from = sender.Mobile; if ( !m_Stone.CheckUse( from ) ) return; if ( m_Stone.IsEmpty ) from.SendGump( new SelectSkillGump( m_Stone, from ) ); else from.SendGump( new ConfirmTransferGump( m_Stone, from ) ); } } public SoulStone( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( 3 ); // version //version 3 writer.Write( (string) m_LastUserName ); //version 2 writer.Write( (int)m_Level ); writer.Write( m_ActiveItemID ); writer.Write( m_InactiveItemID ); writer.Write( (string) m_Account ); writer.Write( (DateTime) m_NextUse ); //TODO: delete it in a harmless way writer.WriteEncodedInt( (int) m_Skill ); writer.Write( (double) m_SkillValue ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); switch( version ) { case 3: { m_LastUserName = reader.ReadString(); goto case 2; } case 2: { m_Level = (SecureLevel)reader.ReadInt(); goto case 1; } case 1: { m_ActiveItemID = reader.ReadInt(); m_InactiveItemID = reader.ReadInt(); goto case 0; } case 0: { m_Account = reader.ReadString(); m_NextUse = reader.ReadDateTime(); //TODO: delete it in a harmless way m_Skill = (SkillName)reader.ReadEncodedInt(); m_SkillValue = reader.ReadDouble(); break; } } if( version == 0 ) { m_ActiveItemID = 0x2A94; m_InactiveItemID = 0x2A93; } } } public class SoulstoneFragment : SoulStone, IUsesRemaining { private int m_UsesRemaining; public override int LabelNumber { get { return 1071000; } } // soulstone fragment [Constructable] public SoulstoneFragment() : this( 5, null ) { } [Constructable] public SoulstoneFragment( int usesRemaining ) : this( usesRemaining, null ) { } [Constructable] public SoulstoneFragment( string account ) : this( 5, account ) { } [Constructable] public SoulstoneFragment( int usesRemaining, string account ) : base( account, Utility.Random( 0x2AA1, 9 ) ) { m_UsesRemaining = usesRemaining; } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); list.Add( 1060584, m_UsesRemaining.ToString() ); // uses remaining: ~1_val~ } [CommandProperty( AccessLevel.GameMaster )] public int UsesRemaining { get { return m_UsesRemaining; } set { m_UsesRemaining = value; InvalidateProperties(); } } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( 2 ); // version writer.WriteEncodedInt( m_UsesRemaining ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_UsesRemaining = reader.ReadEncodedInt(); if( version <= 1 ) { if( ItemID == 0x2A93 || ItemID == 0x2A94 ) { ActiveItemID = Utility.Random( 0x2AA1, 9 ); } else { ActiveItemID = ItemID; } InactiveItemID = ActiveItemID; } if ( version == 0 && Weight == 1 ) Weight = -1; } public SoulstoneFragment( Serial serial ) : base( serial ) { } protected override bool CheckUse( Mobile from ) { bool canUse = base.CheckUse( from ); if( canUse ) { if( m_UsesRemaining <= 0 ) { from.SendLocalizedMessage( 1070975 ); // That soulstone fragment has no more uses. return false; } } return canUse; } public bool ShowUsesRemaining{ get{ return true; } set{} } } [Flipable] public class BlueSoulstone : SoulStone { [Constructable] public BlueSoulstone() : this( null ) { } [Constructable] public BlueSoulstone( string account ) : base( account, 0x2ADC, 0x2ADD ) { } public BlueSoulstone( Serial serial ) : base( serial ) { } public void Flip() { switch( ItemID ) { case 0x2ADC: ItemID = 0x2AEC; break; case 0x2ADD: ItemID = 0x2AED; break; case 0x2AEC: ItemID = 0x2ADC; break; case 0x2AED: ItemID = 0x2ADD; break; } } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int)0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } public class RedSoulstone : SoulStone, IRewardItem { [Constructable] public RedSoulstone() : this( null ) { } [Constructable] public RedSoulstone( string account ) : base( account, 0x32F3, 0x32F4 ) { } public RedSoulstone( Serial serial ) : base( serial ) { } private bool m_IsRewardItem; [CommandProperty( AccessLevel.GameMaster )] public bool IsRewardItem { get{ return m_IsRewardItem; } set{ m_IsRewardItem = value; InvalidateProperties(); } } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_IsRewardItem ) list.Add( 1076217 ); // 1st Year Veteran Reward } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int)1 ); // version writer.Write( (bool) m_IsRewardItem ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 1: { m_IsRewardItem = reader.ReadBool(); break; } } } } }