ModernUO/Scripts/Items/Armor/BaseArmor.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

1627 lines
47 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server.Network;
using Server.Engines.Craft;
using Server.Factions;
using AMA = Server.Items.ArmorMeditationAllowance;
using AMT = Server.Items.ArmorMaterialType;
using ABT = Server.Items.ArmorBodyType;
namespace Server.Items
{
public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability
{
#region Factions
private FactionItem m_FactionState;
public FactionItem FactionItemState
{
get{ return m_FactionState; }
set
{
m_FactionState = value;
if ( m_FactionState == null )
Hue = CraftResources.GetHue( Resource );
LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
}
}
#endregion
/* Armor internals work differently now (Jun 19 2003)
*
* The attributes defined below default to -1.
* If the value is -1, the corresponding virtual 'Aos/Old' property is used.
* If not, the attribute value itself is used. Here's the list:
* - ArmorBase
* - StrBonus
* - DexBonus
* - IntBonus
* - StrReq
* - DexReq
* - IntReq
* - MeditationAllowance
*/
// Instance values. These values must are unique to each armor piece.
private int m_MaxHitPoints;
private int m_HitPoints;
private Mobile m_Crafter;
private ArmorQuality m_Quality;
private ArmorDurabilityLevel m_Durability;
private ArmorProtectionLevel m_Protection;
private CraftResource m_Resource;
private bool m_Identified, m_PlayerConstructed;
private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus;
private AosAttributes m_AosAttributes;
private AosArmorAttributes m_AosArmorAttributes;
private AosSkillBonuses m_AosSkillBonuses;
// Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts.
private int m_ArmorBase = -1;
private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1;
private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1;
private AMA m_Meditate = (AMA)(-1);
public virtual bool AllowMaleWearer{ get{ return true; } }
public virtual bool AllowFemaleWearer{ get{ return true; } }
public abstract AMT MaterialType{ get; }
public virtual int RevertArmorBase{ get{ return ArmorBase; } }
public virtual int ArmorBase{ get{ return 0; } }
public virtual AMA DefMedAllowance{ get{ return AMA.None; } }
public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } }
public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } }
public virtual int AosStrBonus{ get{ return 0; } }
public virtual int AosDexBonus{ get{ return 0; } }
public virtual int AosIntBonus{ get{ return 0; } }
public virtual int AosStrReq{ get{ return 0; } }
public virtual int AosDexReq{ get{ return 0; } }
public virtual int AosIntReq{ get{ return 0; } }
public virtual int OldStrBonus{ get{ return 0; } }
public virtual int OldDexBonus{ get{ return 0; } }
public virtual int OldIntBonus{ get{ return 0; } }
public virtual int OldStrReq{ get{ return 0; } }
public virtual int OldDexReq{ get{ return 0; } }
public virtual int OldIntReq{ get{ return 0; } }
[CommandProperty( AccessLevel.GameMaster )]
public AMA MeditationAllowance
{
get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
set{ m_Meditate = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int BaseArmorRating
{
get
{
if ( m_ArmorBase == -1 )
return ArmorBase;
else
return m_ArmorBase;
}
set
{
m_ArmorBase = value; Invalidate();
}
}
public double BaseArmorRatingScaled
{
get
{
return ( BaseArmorRating * ArmorScalar );
}
}
public virtual double ArmorRating
{
get
{
int ar = BaseArmorRating;
if ( m_Protection != ArmorProtectionLevel.Regular )
ar += 10 + (5 * (int)m_Protection);
switch ( m_Resource )
{
case CraftResource.DullCopper: ar += 2; break;
case CraftResource.ShadowIron: ar += 4; break;
case CraftResource.Copper: ar += 6; break;
case CraftResource.Bronze: ar += 8; break;
case CraftResource.Gold: ar += 10; break;
case CraftResource.Agapite: ar += 12; break;
case CraftResource.Verite: ar += 14; break;
case CraftResource.Valorite: ar += 16; break;
case CraftResource.SpinedLeather: ar += 10; break;
case CraftResource.HornedLeather: ar += 13; break;
case CraftResource.BarbedLeather: ar += 16; break;
}
ar += -8 + (8 * (int)m_Quality);
return ScaleArmorByDurability( ar );
}
}
public double ArmorRatingScaled
{
get
{
return ( ArmorRating * ArmorScalar );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrBonus
{
get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); }
set{ m_StrBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexBonus
{
get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); }
set{ m_DexBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntBonus
{
get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); }
set{ m_IntBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrRequirement
{
get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); }
set{ m_StrReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexRequirement
{
get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); }
set{ m_DexReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntRequirement
{
get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); }
set{ m_IntReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Identified
{
get{ return m_Identified; }
set{ m_Identified = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool PlayerConstructed
{
get{ return m_PlayerConstructed; }
set{ m_PlayerConstructed = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public CraftResource Resource
{
get
{
return m_Resource;
}
set
{
if ( m_Resource != value )
{
UnscaleDurability();
m_Resource = value;
Hue = CraftResources.GetHue( m_Resource );
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
ScaleDurability();
}
}
}
public virtual double ArmorScalar
{
get
{
int pos = (int)BodyPosition;
if ( pos >= 0 && pos < m_ArmorScalars.Length )
return m_ArmorScalars[pos];
return 1.0;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int MaxHitPoints
{
get{ return m_MaxHitPoints; }
set{ m_MaxHitPoints = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int HitPoints
{
get
{
return m_HitPoints;
}
set
{
if ( value != m_HitPoints && MaxHitPoints > 0 )
{
m_HitPoints = value;
if ( m_HitPoints < 0 )
Delete();
else if ( m_HitPoints > MaxHitPoints )
m_HitPoints = MaxHitPoints;
InvalidateProperties();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile Crafter
{
get{ return m_Crafter; }
set{ m_Crafter = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorQuality Quality
{
get{ return m_Quality; }
set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorDurabilityLevel Durability
{
get{ return m_Durability; }
set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); }
}
public virtual int ArtifactRarity
{
get{ return 0; }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorProtectionLevel ProtectionLevel
{
get
{
return m_Protection;
}
set
{
if ( m_Protection != value )
{
m_Protection = value;
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosAttributes Attributes
{
get{ return m_AosAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosArmorAttributes ArmorAttributes
{
get{ return m_AosArmorAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosSkillBonuses SkillBonuses
{
get{ return m_AosSkillBonuses; }
set{}
}
public int ComputeStatReq( StatType type )
{
int v;
if ( type == StatType.Str )
v = StrRequirement;
else if ( type == StatType.Dex )
v = DexRequirement;
else
v = IntRequirement;
return AOS.Scale( v, 100 - GetLowerStatReq() );
}
public int ComputeStatBonus( StatType type )
{
if ( type == StatType.Str )
return StrBonus + Attributes.BonusStr;
else if ( type == StatType.Dex )
return DexBonus + Attributes.BonusDex;
else
return IntBonus + Attributes.BonusInt;
}
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalBonus{ get{ return m_PhysicalBonus; } set{ m_PhysicalBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireBonus{ get{ return m_FireBonus; } set{ m_FireBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdBonus{ get{ return m_ColdBonus; } set{ m_ColdBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonBonus{ get{ return m_PoisonBonus; } set{ m_PoisonBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyBonus{ get{ return m_EnergyBonus; } set{ m_EnergyBonus = value; InvalidateProperties(); } }
public virtual int BasePhysicalResistance{ get{ return 0; } }
public virtual int BaseFireResistance{ get{ return 0; } }
public virtual int BaseColdResistance{ get{ return 0; } }
public virtual int BasePoisonResistance{ get{ return 0; } }
public virtual int BaseEnergyResistance{ get{ return 0; } }
public override int PhysicalResistance{ get{ return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus; } }
public override int FireResistance{ get{ return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus; } }
public override int ColdResistance{ get{ return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus; } }
public override int PoisonResistance{ get{ return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus; } }
public override int EnergyResistance{ get{ return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus; } }
public virtual int InitMinHits{ get{ return 0; } }
public virtual int InitMaxHits{ get{ return 0; } }
[CommandProperty( AccessLevel.GameMaster )]
public ArmorBodyType BodyPosition
{
get
{
switch ( this.Layer )
{
default:
case Layer.Neck: return ArmorBodyType.Gorget;
case Layer.TwoHanded: return ArmorBodyType.Shield;
case Layer.Gloves: return ArmorBodyType.Gloves;
case Layer.Helm: return ArmorBodyType.Helmet;
case Layer.Arms: return ArmorBodyType.Arms;
case Layer.InnerLegs:
case Layer.OuterLegs:
case Layer.Pants: return ArmorBodyType.Legs;
case Layer.InnerTorso:
case Layer.OuterTorso:
case Layer.Shirt: return ArmorBodyType.Chest;
}
}
}
public void DistributeBonuses( int amount )
{
for ( int i = 0; i < amount; ++i )
{
switch ( Utility.Random( 5 ) )
{
case 0: ++m_PhysicalBonus; break;
case 1: ++m_FireBonus; break;
case 2: ++m_ColdBonus; break;
case 3: ++m_PoisonBonus; break;
case 4: ++m_EnergyBonus; break;
}
}
InvalidateProperties();
}
public CraftAttributeInfo GetResourceAttrs()
{
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info == null )
return CraftAttributeInfo.Blank;
return info.AttributeInfo;
}
public int GetProtOffset()
{
switch ( m_Protection )
{
case ArmorProtectionLevel.Guarding: return 1;
case ArmorProtectionLevel.Hardening: return 2;
case ArmorProtectionLevel.Fortification: return 3;
case ArmorProtectionLevel.Invulnerability: return 4;
}
return 0;
}
public void UnscaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale;
m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale;
InvalidateProperties();
}
public void ScaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * scale) + 99) / 100;
m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100;
InvalidateProperties();
}
public int GetDurabilityBonus()
{
int bonus = 0;
if ( m_Quality == ArmorQuality.Exceptional )
bonus += 20;
switch ( m_Durability )
{
case ArmorDurabilityLevel.Durable: bonus += 20; break;
case ArmorDurabilityLevel.Substantial: bonus += 50; break;
case ArmorDurabilityLevel.Massive: bonus += 70; break;
case ArmorDurabilityLevel.Fortified: bonus += 100; break;
case ArmorDurabilityLevel.Indestructible: bonus += 120; break;
}
if ( Core.AOS )
{
bonus += m_AosArmorAttributes.DurabilityBonus;
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
CraftAttributeInfo attrInfo = null;
if ( resInfo != null )
attrInfo = resInfo.AttributeInfo;
if ( attrInfo != null )
bonus += attrInfo.ArmorDurability;
}
return bonus;
}
public bool Scissor( Mobile from, Scissors scissors )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack.
return false;
}
CraftSystem system = DefTailoring.CraftSystem;
CraftItem item = system.CraftItems.SearchFor( GetType() );
if ( item != null && item.Ressources.Count == 1 && item.Ressources.GetAt( 0 ).Amount >= 2 )
{
try
{
Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] );
ScissorHelper( from, res, m_PlayerConstructed ? (item.Ressources.GetAt( 0 ).Amount / 2) : 1 );
return true;
}
catch
{
}
}
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
return false;
}
private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };
public static double[] ArmorScalars
{
get
{
return m_ArmorScalars;
}
set
{
m_ArmorScalars = value;
}
}
public static void ValidateMobile( Mobile m )
{
for ( int i = m.Items.Count - 1; i >= 0; --i )
{
if ( i >= m.Items.Count )
continue;
Item item = m.Items[i];
if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
if( armor.RequiredRace != null && m.Race != armor.RequiredRace )
{
if( armor.RequiredRace == Race.Elf )
m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
else
m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName );
m.AddToBackpack( armor );
}
else if ( !armor.AllowMaleWearer && !m.Female && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowFemaleWearer )
m.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowMaleWearer )
m.SendLocalizedMessage( 1063343 ); // Only males can wear this.
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
}
}
}
public int GetLowerStatReq()
{
if ( !Core.AOS )
return 0;
int v = m_AosArmorAttributes.LowerStatReq;
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info != null )
{
CraftAttributeInfo attrInfo = info.AttributeInfo;
if ( attrInfo != null )
v += attrInfo.ArmorLowerRequirements;
}
if ( v > 100 )
v = 100;
return v;
}
public override void OnAdded( object parent )
{
if ( parent is Mobile )
{
Mobile from = (Mobile)parent;
if ( Core.AOS )
m_AosSkillBonuses.AddTo( from );
from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
}
public virtual double ScaleArmorByDurability( double armor )
{
int scale = 100;
if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints )
scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints);
return ( armor * scale ) / 100;
}
protected void Invalidate()
{
if ( Parent is Mobile )
((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
public BaseArmor( Serial serial ) : base( serial )
{
}
private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
{
if ( setIf )
flags |= toSet;
}
private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
{
return ( (flags & toGet) != 0 );
}
[Flags]
private enum SaveFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
PhysicalBonus = 0x00000004,
FireBonus = 0x00000008,
ColdBonus = 0x00000010,
PoisonBonus = 0x00000020,
EnergyBonus = 0x00000040,
Identified = 0x00000080,
MaxHitPoints = 0x00000100,
HitPoints = 0x00000200,
Crafter = 0x00000400,
Quality = 0x00000800,
Durability = 0x00001000,
Protection = 0x00002000,
Resource = 0x00004000,
BaseArmor = 0x00008000,
StrBonus = 0x00010000,
DexBonus = 0x00020000,
IntBonus = 0x00040000,
StrReq = 0x00080000,
DexReq = 0x00100000,
IntReq = 0x00200000,
MedAllowance = 0x00400000,
SkillBonuses = 0x00800000,
PlayerConstructed = 0x01000000
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 7 ); // version
SaveFlag flags = SaveFlag.None;
SetSaveFlag( ref flags, SaveFlag.Attributes, !m_AosAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.ArmorAttributes, !m_AosArmorAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PhysicalBonus, m_PhysicalBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.FireBonus, m_FireBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.ColdBonus, m_ColdBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.PoisonBonus, m_PoisonBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.EnergyBonus, m_EnergyBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.Identified, m_Identified != false );
SetSaveFlag( ref flags, SaveFlag.MaxHitPoints, m_MaxHitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.HitPoints, m_HitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null );
SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != ArmorQuality.Regular );
SetSaveFlag( ref flags, SaveFlag.Durability, m_Durability != ArmorDurabilityLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Protection, m_Protection != ArmorProtectionLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource );
SetSaveFlag( ref flags, SaveFlag.BaseArmor, m_ArmorBase != -1 );
SetSaveFlag( ref flags, SaveFlag.StrBonus, m_StrBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.DexBonus, m_DexBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.IntBonus, m_IntBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 );
SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 );
SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 );
SetSaveFlag( ref flags, SaveFlag.MedAllowance, m_Meditate != (AMA)(-1) );
SetSaveFlag( ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false );
writer.WriteEncodedInt( (int) flags );
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
writer.WriteEncodedInt( (int) m_PhysicalBonus );
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
writer.WriteEncodedInt( (int) m_FireBonus );
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
writer.WriteEncodedInt( (int) m_ColdBonus );
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
writer.WriteEncodedInt( (int) m_PoisonBonus );
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
writer.WriteEncodedInt( (int) m_EnergyBonus );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
writer.WriteEncodedInt( (int) m_MaxHitPoints );
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
writer.WriteEncodedInt( (int) m_HitPoints );
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
writer.Write( (Mobile) m_Crafter );
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
writer.WriteEncodedInt( (int) m_Quality );
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
writer.WriteEncodedInt( (int) m_Durability );
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
writer.WriteEncodedInt( (int) m_Protection );
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
writer.WriteEncodedInt( (int) m_Resource );
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
writer.WriteEncodedInt( (int) m_ArmorBase );
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
writer.WriteEncodedInt( (int) m_StrBonus );
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
writer.WriteEncodedInt( (int) m_DexBonus );
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
writer.WriteEncodedInt( (int) m_IntBonus );
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
writer.WriteEncodedInt( (int) m_StrReq );
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
writer.WriteEncodedInt( (int) m_DexReq );
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
writer.WriteEncodedInt( (int) m_IntReq );
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
writer.WriteEncodedInt( (int) m_Meditate );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses.Serialize( writer );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 7:
case 6:
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
else
m_AosArmorAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
m_PhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
m_FireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
m_ColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
m_PoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
m_EnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = ( version >= 7 || reader.ReadBool() );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ArmorQuality)reader.ReadEncodedInt();
else
m_Quality = ArmorQuality.Regular;
if ( version == 5 && m_Quality == ArmorQuality.Low )
m_Quality = ArmorQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
{
m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();
if ( m_Durability > ArmorDurabilityLevel.Indestructible )
m_Durability = ArmorDurabilityLevel.Durable;
}
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
{
m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt();
if ( m_Protection > ArmorProtectionLevel.Invulnerability )
m_Protection = ArmorProtectionLevel.Defense;
}
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( m_Resource == CraftResource.None )
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
m_ArmorBase = reader.ReadEncodedInt();
else
m_ArmorBase = -1;
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
m_StrBonus = reader.ReadEncodedInt();
else
m_StrBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
m_DexBonus = reader.ReadEncodedInt();
else
m_DexBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
m_IntBonus = reader.ReadEncodedInt();
else
m_IntBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
m_DexReq = reader.ReadEncodedInt();
else
m_DexReq = -1;
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
m_IntReq = reader.ReadEncodedInt();
else
m_IntReq = -1;
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
m_Meditate = (AMA)reader.ReadEncodedInt();
else
m_Meditate = (AMA)(-1);
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
break;
}
case 4:
{
m_AosAttributes = new AosAttributes( this, reader );
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
goto case 3;
}
case 3:
{
m_PhysicalBonus = reader.ReadInt();
m_FireBonus = reader.ReadInt();
m_ColdBonus = reader.ReadInt();
m_PoisonBonus = reader.ReadInt();
m_EnergyBonus = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{
m_Identified = reader.ReadBool();
goto case 0;
}
case 0:
{
m_ArmorBase = reader.ReadInt();
m_MaxHitPoints = reader.ReadInt();
m_HitPoints = reader.ReadInt();
m_Crafter = reader.ReadMobile();
m_Quality = (ArmorQuality)reader.ReadInt();
m_Durability = (ArmorDurabilityLevel)reader.ReadInt();
m_Protection = (ArmorProtectionLevel)reader.ReadInt();
AMT mat = (AMT)reader.ReadInt();
if ( m_ArmorBase == RevertArmorBase )
m_ArmorBase = -1;
/*m_BodyPos = (ArmorBodyType)*/reader.ReadInt();
if ( version < 4 )
{
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
}
if ( version < 3 && m_Quality == ArmorQuality.Exceptional )
DistributeBonuses( 6 );
if ( version >= 2 )
{
m_Resource = (CraftResource)reader.ReadInt();
}
else
{
OreInfo info;
switch ( reader.ReadInt() )
{
default:
case 0: info = OreInfo.Iron; break;
case 1: info = OreInfo.DullCopper; break;
case 2: info = OreInfo.ShadowIron; break;
case 3: info = OreInfo.Copper; break;
case 4: info = OreInfo.Bronze; break;
case 5: info = OreInfo.Gold; break;
case 6: info = OreInfo.Agapite; break;
case 7: info = OreInfo.Verite; break;
case 8: info = OreInfo.Valorite; break;
}
m_Resource = CraftResources.GetFromOreInfo( info, mat );
}
m_StrBonus = reader.ReadInt();
m_DexBonus = reader.ReadInt();
m_IntBonus = reader.ReadInt();
m_StrReq = reader.ReadInt();
m_DexReq = reader.ReadInt();
m_IntReq = reader.ReadInt();
if ( m_StrBonus == OldStrBonus )
m_StrBonus = -1;
if ( m_DexBonus == OldDexBonus )
m_DexBonus = -1;
if ( m_IntBonus == OldIntBonus )
m_IntBonus = -1;
if ( m_StrReq == OldStrReq )
m_StrReq = -1;
if ( m_DexReq == OldDexReq )
m_DexReq = -1;
if ( m_IntReq == OldIntReq )
m_IntReq = -1;
m_Meditate = (AMA)reader.ReadInt();
if ( m_Meditate == OldMedAllowance )
m_Meditate = (AMA)(-1);
if ( m_Resource == CraftResource.None )
{
if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather )
m_Resource = CraftResource.RegularLeather;
else if ( mat == ArmorMaterialType.Spined )
m_Resource = CraftResource.SpinedLeather;
else if ( mat == ArmorMaterialType.Horned )
m_Resource = CraftResource.HornedLeather;
else if ( mat == ArmorMaterialType.Barbed )
m_Resource = CraftResource.BarbedLeather;
else
m_Resource = CraftResource.Iron;
}
if ( m_MaxHitPoints == 0 && m_HitPoints == 0 )
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
break;
}
}
if ( m_AosSkillBonuses == null )
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( Core.AOS && Parent is Mobile )
m_AosSkillBonuses.AddTo( (Mobile)Parent );
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = (Mobile)Parent;
string modName = Serial.ToString();
if ( strBonus != 0 )
m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
if ( Parent is Mobile )
((Mobile)Parent).CheckStatTimers();
if ( version < 7 )
m_PlayerConstructed = true; // we don't know, so, assume it's crafted
}
public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } }
public BaseArmor( int itemID ) : base( itemID )
{
m_Quality = ArmorQuality.Regular;
m_Durability = ArmorDurabilityLevel.Regular;
m_Crafter = null;
m_Resource = DefaultResource;
Hue = CraftResources.GetHue( m_Resource );
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
this.Layer = (Layer)ItemData.Quality;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}
public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
{
if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
return false;
return base.AllowSecureTrade( from, to, newOwner, accepted );
}
public virtual Race RequiredRace { get { return null; } }
public override bool CanEquip( Mobile from )
{
if( !Ethics.Ethic.CheckEquip( from, this ) )
return false;
if( from.AccessLevel < AccessLevel.GameMaster )
{
if( RequiredRace != null && from.Race != RequiredRace )
{
if( RequiredRace == Race.Elf )
from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
else
from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );
return false;
}
else if( !AllowMaleWearer && !from.Female )
{
if( AllowFemaleWearer )
from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
else if( !AllowFemaleWearer && from.Female )
{
if( AllowMaleWearer )
from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
else
{
int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int );
if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
{
from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item.
return false;
}
else if( from.Str < strReq || (from.Str + strBonus) < 1 )
{
from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
return false;
}
else if( from.Int < intReq || (from.Int + intBonus) < 1 )
{
from.SendMessage( "You are not smart enough to equip that." );
return false;
}
}
}
return base.CanEquip( from );
}
public override bool CheckPropertyConfliction( Mobile m )
{
if ( base.CheckPropertyConfliction( m ) )
return true;
if ( Layer == Layer.Pants )
return ( m.FindItemOnLayer( Layer.InnerLegs ) != null );
if ( Layer == Layer.Shirt )
return ( m.FindItemOnLayer( Layer.InnerTorso ) != null );
return false;
}
public override bool OnEquip( Mobile from )
{
from.CheckStatTimers();
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
{
string modName = this.Serial.ToString();
if ( strBonus != 0 )
from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
return base.OnEquip( from );
}
public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
Mobile m = (Mobile)parent;
string modName = this.Serial.ToString();
m.RemoveStatMod( modName + "Str" );
m.RemoveStatMod( modName + "Dex" );
m.RemoveStatMod( modName + "Int" );
if ( Core.AOS )
m_AosSkillBonuses.Remove();
((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
m.CheckStatTimers();
}
base.OnRemoved( parent );
}
public virtual int OnHit( BaseWeapon weapon, int damageTaken )
{
double HalfAr = ArmorRating / 2.0;
int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());
damageTaken -= Absorbed;
if ( damageTaken < 0 )
damageTaken = 0;
if ( Absorbed < 2 )
Absorbed = 2;
if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
{
if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) )
{
HitPoints += 2;
}
else
{
int wear;
if ( weapon.Type == WeaponType.Bashing )
wear = Absorbed / 2;
else
wear = Utility.Random( 2 );
if ( wear > 0 && m_MaxHitPoints > 0 )
{
if ( m_HitPoints >= wear )
{
HitPoints -= wear;
wear = 0;
}
else
{
wear -= HitPoints;
HitPoints = 0;
}
if ( wear > 0 )
{
if ( m_MaxHitPoints > wear )
{
MaxHitPoints -= wear;
if ( Parent is Mobile )
((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
}
else
{
Delete();
}
}
}
}
}
return damageTaken;
}
private string GetNameString()
{
string name = this.Name;
if ( name == null )
name = String.Format( "#{0}", LabelNumber );
return name;
}
[Hue, CommandProperty( AccessLevel.GameMaster )]
public override int Hue
{
get{ return base.Hue; }
set{ base.Hue = value; InvalidateProperties(); }
}
public override void AddNameProperty( ObjectPropertyList list )
{
int oreType;
switch ( m_Resource )
{
case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
case CraftResource.Copper: oreType = 1053106; break; // copper
case CraftResource.Bronze: oreType = 1053105; break; // bronze
case CraftResource.Gold: oreType = 1053104; break; // golden
case CraftResource.Agapite: oreType = 1053103; break; // agapite
case CraftResource.Verite: oreType = 1053102; break; // verite
case CraftResource.Valorite: oreType = 1053101; break; // valorite
case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
case CraftResource.HornedLeather: oreType = 1061117; break; // horned
case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
case CraftResource.RedScales: oreType = 1060814; break; // red
case CraftResource.YellowScales: oreType = 1060818; break; // yellow
case CraftResource.BlackScales: oreType = 1060820; break; // black
case CraftResource.GreenScales: oreType = 1060819; break; // green
case CraftResource.WhiteScales: oreType = 1060821; break; // white
case CraftResource.BlueScales: oreType = 1060815; break; // blue
default: oreType = 0; break;
}
if ( m_Quality == ArmorQuality.Exceptional )
{
if ( oreType != 0 )
list.Add( 1053100, "#{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~
else
list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~
}
else
{
if ( oreType != 0 )
list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
else if ( Name == null )
list.Add( LabelNumber );
else
list.Add( Name );
}
}
public override bool AllowEquipedCast( Mobile from )
{
if ( base.AllowEquipedCast( from ) )
return true;
return ( m_AosAttributes.SpellChanneling != 0 );
}
public virtual int GetLuckBonus()
{
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
if ( resInfo == null )
return 0;
CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
if ( attrInfo == null )
return 0;
return attrInfo.ArmorLuck;
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_Crafter != null )
list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
#region Factions
if ( m_FactionState != null )
list.Add( 1041350 ); // faction item
#endregion
if( RequiredRace == Race.Elf )
list.Add( 1075086 ); // Elves Only
m_AosSkillBonuses.GetProperties( list );
int prop;
if ( (prop = ArtifactRarity) > 0 )
list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~
if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%
if ( (prop = m_AosAttributes.DefendChance) != 0 )
list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%
if ( (prop = m_AosAttributes.BonusDex) != 0 )
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
if ( (prop = m_AosAttributes.CastRecovery) != 0 )
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
if ( (prop = m_AosAttributes.CastSpeed) != 0 )
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
if ( (prop = m_AosAttributes.AttackChance) != 0 )
list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%
if ( (prop = m_AosAttributes.BonusHits) != 0 )
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
if ( (prop = m_AosAttributes.BonusInt) != 0 )
list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~
if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%
if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
if ( (prop = GetLowerStatReq()) != 0 )
list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%
if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
list.Add( 1060436, prop.ToString() ); // luck ~1_val~
if ( (prop = m_AosArmorAttributes.MageArmor) != 0 )
list.Add( 1060437 ); // mage armor
if ( (prop = m_AosAttributes.BonusMana) != 0 )
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
if ( (prop = m_AosAttributes.RegenMana) != 0 )
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
if ( (prop = m_AosAttributes.NightSight) != 0 )
list.Add( 1060441 ); // night sight
if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%
if ( (prop = m_AosAttributes.RegenStam) != 0 )
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
if ( (prop = m_AosAttributes.RegenHits) != 0 )
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~
if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
list.Add( 1060482 ); // spell channeling
if ( (prop = m_AosAttributes.SpellDamage) != 0 )
list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%
if ( (prop = m_AosAttributes.BonusStam) != 0 )
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
if ( (prop = m_AosAttributes.BonusStr) != 0 )
list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~
if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
base.AddResistanceProperties( list );
if ( (prop = GetDurabilityBonus()) > 0 )
list.Add( 1060410, prop.ToString() ); // durability ~1_val~%
if ( (prop = ComputeStatReq( StatType.Str )) > 0 )
list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~
if ( m_HitPoints >= 0 && m_MaxHitPoints > 0 )
list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
}
public override void OnSingleClick( Mobile from )
{
List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();
if ( DisplayLootType )
{
if ( LootType == LootType.Blessed )
attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
else if ( LootType == LootType.Cursed )
attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
}
#region Factions
if ( m_FactionState != null )
attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
#endregion
if ( m_Quality == ArmorQuality.Exceptional )
attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );
if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
{
if ( m_Durability != ArmorDurabilityLevel.Regular )
attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );
if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability )
attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) );
}
else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) )
attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified
int number;
if ( Name == null )
{
number = LabelNumber;
}
else
{
this.LabelTo( from, Name );
number = 1041000;
}
if ( attrs.Count == 0 && Crafter == null && Name != null )
return;
EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );
from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
}
#region ICraftable Members
public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
{
Quality = (ArmorQuality)quality;
if ( makersMark )
Crafter = from;
Type resourceType = typeRes;
if ( resourceType == null )
resourceType = craftItem.Ressources.GetAt( 0 ).ItemType;
Resource = CraftResources.GetFromType( resourceType );
PlayerConstructed = true;
CraftContext context = craftSystem.GetContext( from );
if ( context != null && context.DoNotColor )
Hue = 0;
if( Quality == ArmorQuality.Exceptional )
{
DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14.
if( Core.ML && !(this is BaseShield) )
{
int bonus = (int)(from.Skills.ArmsLore.Value / 20);
for( int i = 0; i < bonus; i++ )
{
switch( Utility.Random( 5 ) )
{
case 0: m_PhysicalBonus++; break;
case 1: m_FireBonus++; break;
case 2: m_ColdBonus++; break;
case 3: m_EnergyBonus++; break;
case 4: m_PoisonBonus++; break;
}
}
from.CheckSkill( SkillName.ArmsLore, 0, 100 );
}
}
if ( Core.AOS && tool is BaseRunicTool )
((BaseRunicTool)tool).ApplyAttributesTo( this );
return quality;
}
#endregion
}
}