namespace Server.Items { public enum WaterState { Dead, Dying, Unhealthy, Healthy, Strong } public enum FoodState { Dead, Starving, Hungry, Full, Overfed } [PropertyObject] public class AquariumState { private int m_State; [CommandProperty(AccessLevel.GameMaster)] public int State { get => m_State; set { m_State = value; if (m_State < 0) m_State = 0; if (m_State > 4) m_State = 4; } } [CommandProperty(AccessLevel.GameMaster)] public int Maintain{ get; set; } [CommandProperty(AccessLevel.GameMaster)] public int Improve{ get; set; } [CommandProperty(AccessLevel.GameMaster)] public int Added{ get; set; } public override string ToString() { return "..."; } public virtual void Serialize(GenericWriter writer) { writer.Write(0); // version writer.Write(m_State); writer.Write(Maintain); writer.Write(Improve); writer.Write(Added); } public virtual void Deserialize(GenericReader reader) { int version = reader.ReadInt(); m_State = reader.ReadInt(); Maintain = reader.ReadInt(); Improve = reader.ReadInt(); Added = reader.ReadInt(); } } }