ModernUO/Projects/UOContent/Items/Special/Special Scrolls/PowerScroll.cs
Kamron Batman 26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -07:00

339 lines
9.3 KiB
C#

using System;
using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(0, false)]
public partial class PowerScroll : SpecialScroll
{
private static readonly SkillName[] _preAosSkills =
{
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
};
private static readonly SkillName[] _aosSkills =
{
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak
};
private static readonly SkillName[] _seSkills =
{
SkillName.Ninjitsu,
SkillName.Bushido
};
private static readonly SkillName[] _mlSkills =
{
SkillName.Spellweaving
};
/*
private static SkillName[] _saSkills = new SkillName[]
{
SkillName.Throwing,
SkillName.Mysticism,
SkillName.Imbuing
};
private static SkillName[] _hsSkills = new SkillName[]
{
SkillName.Fishing
};
*/
private static SkillName[] _skills;
[Constructible]
public PowerScroll(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
{
Hue = 0x481;
if (Value - 105.0 < 0.1 || skill is SkillName.Blacksmith or SkillName.Tailoring)
{
LootType = LootType.Regular;
}
}
/* 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 Message => 1049469;
public override int Title
{
get
{
var skillValue = Value;
if (skillValue is >= 105 and <= 120)
{
var truncValue = Math.Floor(skillValue);
if (skillValue - truncValue < 0.1)
{
/* Wondrous Scroll (105 Skill): OR
* Exalted Scroll (110 Skill): OR
* Mythical Scroll (115 Skill): OR
* Legendary Scroll (120 Skill):
*/
return 1049635 + ((int)truncValue - 105) / 5;
}
}
return 0;
}
}
public override string DefaultTitle => $"Power Scroll ({Math.Floor(Value * 10) / 10:0.#} Skill):".Color(0xFFFFFF);
public static SkillName[] Skills
{
get
{
if (_skills == null)
{
var totalSkills = _preAosSkills.Length;
if (Core.AOS)
{
totalSkills += _aosSkills.Length;
}
if (Core.SE)
{
totalSkills += _seSkills.Length;
}
if (Core.ML)
{
totalSkills += _mlSkills.Length;
}
_skills = new SkillName[totalSkills];
Array.Copy(_preAosSkills, 0, _skills, 0, _preAosSkills.Length);
int pos = 0;
if (Core.AOS)
{
pos = _preAosSkills.Length;
Array.Copy(_aosSkills, 0, _skills, pos, _aosSkills.Length);
}
if (Core.SE)
{
pos += _aosSkills.Length;
Array.Copy(_seSkills, 0, _skills, pos, _seSkills.Length);
}
if (Core.ML)
{
pos += _seSkills.Length;
Array.Copy(_mlSkills, 0, _skills, pos, _mlSkills.Length);
}
}
return _skills;
}
}
public static PowerScroll CreateRandom(int min, int max)
{
min /= 5;
max /= 5;
return new PowerScroll(Skills.RandomElement(), 100 + Utility.RandomMinMax(min, max) * 5);
}
public static PowerScroll CreateRandomNoCraft(int min, int max)
{
min /= 5;
max /= 5;
SkillName skillName;
do
{
skillName = Skills.RandomElement();
} while (skillName is SkillName.Blacksmith or SkillName.Tailoring);
return new PowerScroll(skillName, 100 + Utility.RandomMinMax(min, max) * 5);
}
public override void AddNameProperty(IPropertyList list)
{
var skillValue = Value;
// Truncate to 1 decimal by multiplying by 10 and flooring.
var truncValue = Math.Floor(skillValue * 10) / 10.0;
// If the scroll is a 105-120 skill scroll and the value is a whole multiple of 5.
if (skillValue is >= 105 and <= 120 && skillValue - truncValue < 0.1)
{
var level = Math.DivRem((int)truncValue - 105, 5, out var rem);
if (rem == 0)
{
/* a wondrous scroll of ~1_type~ (105 Skill) OR
* an exalted scroll of ~1_type~ (110 Skill) OR
* a mythical scroll of ~1_type~ (115 Skill) OR
* a legendary scroll of ~1_type~ (120 Skill)
*/
list.AddLocalized(1049639 + level, AosSkillBonuses.GetLowercaseLabel(Skill));
return;
}
}
list.Add($"a power scroll of {GetSkillName()} ({truncValue:0.#} Skill)");
}
public override void OnSingleClick(Mobile from)
{
var skillValue = Value;
// Truncate to 1 decimal by multiplying by 10 and flooring.
// This will need to be divided by 10 to get the actual value.
var truncValue = Math.Floor(skillValue * 10) / 10.0;
// If the scroll is a 105-120 skill scroll and the value is a whole multiple of 5.
if (skillValue is >= 105 and <= 120 && skillValue - truncValue < 0.1)
{
var level = Math.DivRem((int)truncValue - 105, 5, out var rem);
if (rem == 0)
{
/* a wondrous 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)
*/
LabelTo(from, 1049639 + level, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
return;
}
}
LabelTo(from, $"a power scroll of {GetSkillName()} ({truncValue:0.#} Skill)");
}
public override bool CanUse(Mobile from)
{
if (!base.CanUse(from))
{
return false;
}
var skill = from.Skills[Skill];
if (skill == null)
{
return false;
}
if (skill.Cap >= Value)
{
// Your ~1_type~ is too high for this power scroll.
from.SendLocalizedMessage(1049511, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
return false;
}
return true;
}
public override void Use(Mobile from)
{
if (!CanUse(from))
{
return;
}
// You feel a surge of magic as the scroll enhances your ~1_type~!
from.SendLocalizedMessage(1049513, $"#{AosSkillBonuses.GetLowercaseLabel(Skill)}");
from.Skills[Skill].Cap = Value;
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(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();
}
}