### Summary - Fixes bad color in virtual check gump - Consolidates the Color/Center html strings for all gumps
339 lines
9.3 KiB
C#
339 lines
9.3 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class PowerScroll : SpecialScroll
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{
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private static readonly SkillName[] _preAosSkills =
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking
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};
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private static readonly SkillName[] _aosSkills =
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{
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak
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};
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private static readonly SkillName[] _seSkills =
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{
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SkillName.Ninjitsu,
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SkillName.Bushido
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};
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private static readonly SkillName[] _mlSkills =
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{
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SkillName.Spellweaving
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};
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/*
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private static SkillName[] _saSkills = new SkillName[]
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{
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SkillName.Throwing,
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SkillName.Mysticism,
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SkillName.Imbuing
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};
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private static SkillName[] _hsSkills = new SkillName[]
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{
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SkillName.Fishing
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};
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*/
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private static SkillName[] _skills;
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[Constructible]
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public PowerScroll(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
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{
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Hue = 0x481;
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if (Value - 105.0 < 0.1 || skill is SkillName.Blacksmith or SkillName.Tailoring)
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{
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LootType = LootType.Regular;
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}
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}
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/* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window.
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*/
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public override int Message => 1049469;
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public override int Title
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{
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get
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{
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var skillValue = Value;
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if (skillValue is >= 105 and <= 120)
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{
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var truncValue = Math.Floor(skillValue);
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if (skillValue - truncValue < 0.1)
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{
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/* Wondrous Scroll (105 Skill): OR
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* Exalted Scroll (110 Skill): OR
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* Mythical Scroll (115 Skill): OR
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* Legendary Scroll (120 Skill):
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*/
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return 1049635 + ((int)truncValue - 105) / 5;
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}
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}
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return 0;
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}
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}
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public override string DefaultTitle => $"Power Scroll ({Math.Floor(Value * 10) / 10:0.#} Skill):".Color(0xFFFFFF);
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public static SkillName[] Skills
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{
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get
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{
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if (_skills == null)
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{
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var totalSkills = _preAosSkills.Length;
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if (Core.AOS)
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{
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totalSkills += _aosSkills.Length;
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}
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if (Core.SE)
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{
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totalSkills += _seSkills.Length;
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}
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if (Core.ML)
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{
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totalSkills += _mlSkills.Length;
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}
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_skills = new SkillName[totalSkills];
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Array.Copy(_preAosSkills, 0, _skills, 0, _preAosSkills.Length);
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int pos = 0;
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if (Core.AOS)
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{
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pos = _preAosSkills.Length;
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Array.Copy(_aosSkills, 0, _skills, pos, _aosSkills.Length);
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}
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if (Core.SE)
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{
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pos += _aosSkills.Length;
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Array.Copy(_seSkills, 0, _skills, pos, _seSkills.Length);
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}
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if (Core.ML)
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{
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pos += _seSkills.Length;
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Array.Copy(_mlSkills, 0, _skills, pos, _mlSkills.Length);
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}
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}
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return _skills;
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}
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}
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public static PowerScroll CreateRandom(int min, int max)
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{
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min /= 5;
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max /= 5;
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return new PowerScroll(Skills.RandomElement(), 100 + Utility.RandomMinMax(min, max) * 5);
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}
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public static PowerScroll CreateRandomNoCraft(int min, int max)
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{
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min /= 5;
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max /= 5;
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SkillName skillName;
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do
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{
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skillName = Skills.RandomElement();
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} while (skillName is SkillName.Blacksmith or SkillName.Tailoring);
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return new PowerScroll(skillName, 100 + Utility.RandomMinMax(min, max) * 5);
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}
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public override void AddNameProperty(IPropertyList list)
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{
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var skillValue = Value;
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// Truncate to 1 decimal by multiplying by 10 and flooring.
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var truncValue = Math.Floor(skillValue * 10) / 10.0;
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// If the scroll is a 105-120 skill scroll and the value is a whole multiple of 5.
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if (skillValue is >= 105 and <= 120 && skillValue - truncValue < 0.1)
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{
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var level = Math.DivRem((int)truncValue - 105, 5, out var rem);
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if (rem == 0)
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{
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/* a wondrous scroll of ~1_type~ (105 Skill) OR
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* an exalted scroll of ~1_type~ (110 Skill) OR
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* a mythical scroll of ~1_type~ (115 Skill) OR
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* a legendary scroll of ~1_type~ (120 Skill)
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*/
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list.AddLocalized(1049639 + level, AosSkillBonuses.GetLowercaseLabel(Skill));
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return;
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}
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}
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list.Add($"a power scroll of {GetSkillName()} ({truncValue:0.#} Skill)");
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}
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public override void OnSingleClick(Mobile from)
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{
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var skillValue = Value;
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// Truncate to 1 decimal by multiplying by 10 and flooring.
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// This will need to be divided by 10 to get the actual value.
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var truncValue = Math.Floor(skillValue * 10) / 10.0;
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// If the scroll is a 105-120 skill scroll and the value is a whole multiple of 5.
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if (skillValue is >= 105 and <= 120 && skillValue - truncValue < 0.1)
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{
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var level = Math.DivRem((int)truncValue - 105, 5, out var rem);
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if (rem == 0)
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{
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/* a wondrous scroll of ~1_type~ (105 Skill) OR
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* an exalted scroll of ~1_type~ (110 Skill) OR
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* a mythical scroll of ~1_type~ (115 Skill) OR
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* a legendary scroll of ~1_type~ (120 Skill)
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*/
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LabelTo(from, 1049639 + level, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
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return;
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}
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}
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LabelTo(from, $"a power scroll of {GetSkillName()} ({truncValue:0.#} Skill)");
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}
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public override bool CanUse(Mobile from)
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{
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if (!base.CanUse(from))
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{
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return false;
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}
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var skill = from.Skills[Skill];
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if (skill == null)
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{
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return false;
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}
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if (skill.Cap >= Value)
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{
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// Your ~1_type~ is too high for this power scroll.
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from.SendLocalizedMessage(1049511, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
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return false;
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}
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return true;
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}
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public override void Use(Mobile from)
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{
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if (!CanUse(from))
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{
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return;
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}
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// You feel a surge of magic as the scroll enhances your ~1_type~!
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from.SendLocalizedMessage(1049513, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
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from.Skills[Skill].Cap = Value;
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Effects.SendLocationParticles(
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EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration),
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0,
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0,
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0,
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0,
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0,
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5060,
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0
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);
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Effects.PlaySound(from.Location, from.Map, 0x243);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map),
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from,
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0x36D4,
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7,
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0,
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false,
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true,
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0x497,
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0,
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9502,
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1,
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0,
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(EffectLayer)255,
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0x100
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);
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Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
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Delete();
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}
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}
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