## Summary Migrates 16 player-facing legacy `Gump` subclasses in the Veteran Rewards system to `DynamicGump` or `StaticGump<T>`, renames every nested `InternalGump`/`ConfirmGump` to system-prefixed names, and updates external callers to use new static `DisplayTo` entry points. ### Reward chain (Engines/Veteran Rewards) | Gump | Base type | Reasoning | |---|---|---| | `RewardNoticeGump` | `StaticGump<T>` | Fixed layout | | `RewardChoiceGump` | `DynamicGump` | Layout shape varies (per-player categories, entries, pages) | | `RewardConfirmGump` | `DynamicGump` | `entry.Name` is a dynamic cliloc per reward (cliloc rule) | | `RewardOptionGump` | `DynamicGump` | Title cliloc and per-option clilocs are dynamic (cliloc rule) | | `RewardDemolitionGump` | `DynamicGump` | `question` cliloc is dynamic per caller (cliloc rule) | ### Statue (Engines/Veteran Rewards/Character Statue Maker) | Gump | Base type | Reasoning | |---|---|---| | `CharacterStatueGump` | `DynamicGump` | Pose/Direction/Material labels are dynamic clilocs (cliloc rule) | | `CharacterPlinthGump` | `DynamicGump` | `statue.Name`, sculpted-on date, and statue-type cliloc are dynamic (cliloc rule) | ### Decorations (Items/Special/Veteran Rewards) — every `InternalGump` renamed | Original | New name | Base type | Reasoning | |---|---|---|---| | `Banner.InternalGump` | `BannerGump` | `StaticGump<T>` | Fully fixed item-id picker over `Start..End` range | | `Brazier.InternalGump` | `BrazierGump` | `StaticGump<T>` | Fixed two-item picker | | `Cannon.InternalGump` | `CannonGump` | `DynamicGump` | `keg.Validate()` value passed as `~1_CHARGES~` arg (cliloc-arg rule) | | `DecorativeShield.InternalGump` | `DecorativeShieldGump` | `StaticGump<T>` | Fixed item picker over a constant range | | `DecorativeShield.FacingGump` | `DecorativeShieldFacingGump` | `DynamicGump` | Item ids depend on instance state | | `HangingSkeleton.InternalGump` | `HangingSkeletonGump` | `StaticGump<T>` | Fixed item picker (5 hard-coded ids) | | `PottedCactus.InternalGump` | `PottedCactusGump` | `StaticGump<T>` | Fixed 6-item picker | | `StoneAnkh.InternalGump` | `StoneAnkhGump` | `StaticGump<T>` | Fixed two-direction picker | | `WallBanner.InternalGump` | `WallBannerGump` | `StaticGump<T>` | Fixed 30-banner picker across 5 pages | | `WeaponEngravingTool.InternalGump` | `WeaponEngravingToolGump` | `StaticGump<T>` | Fixed text-entry dialog | | `WeaponEngravingTool.ConfirmGump` | `WeaponEngravingToolConfirmGump` | `DynamicGump` | Layout branches on `guildmaster != null` | ### External callers updated `RewardSystem`, `CharacterStatue`, `FireFliesDeed`, `FlamingHead`, `Banner`, `DecorativeShield`, `HangingSkeleton`, `StoneAnkh` (RewardDemolitionGump callers); `AnkhOfSacrifice`, `Cannon`, `MiningCart`, `MinotaurStatue`, `TreeStump` (RewardOptionGump callers); `TinkerGuildmaster` (engraver confirm gump). The pre-existing `FacingGump` inside `Banner.cs` (already `DynamicGump`) was left as-is — it is private, nested inside `InternalTarget`, and never referenced outside.
72 lines
2.1 KiB
C#
72 lines
2.1 KiB
C#
using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Gumps;
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using Server.Items;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class TinkerGuildmaster : BaseGuildmaster
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{
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[Constructible]
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public TinkerGuildmaster() : base("tinker")
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{
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SetSkill(SkillName.Lockpicking, 65.0, 88.0);
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SetSkill(SkillName.Tinkering, 90.0, 100.0);
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SetSkill(SkillName.RemoveTrap, 85.0, 100.0);
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}
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public override NpcGuild NpcGuild => NpcGuild.TinkersGuild;
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public override void AddCustomContextEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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if (Core.ML && from.Alive)
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{
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var entry = new RechargeEntry();
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if (WeaponEngravingTool.Find(from) == null)
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{
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entry.Enabled = false;
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}
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list.Add(entry);
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}
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base.AddCustomContextEntries(from, ref list);
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}
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private class RechargeEntry : ContextMenuEntry
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{
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public RechargeEntry() : base(6271, 6)
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{
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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if (!Core.ML || target is not Mobile vendor || vendor.Deleted)
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{
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return;
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}
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var tool = WeaponEngravingTool.Find(from);
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if (!(tool?.UsesRemaining <= 0))
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{
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// I can only help with this if you are carrying an engraving tool that needs repair.
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vendor.Say(1076164);
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return;
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}
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if (Banker.GetBalance(from) >= 100000)
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{
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WeaponEngravingTool.WeaponEngravingToolConfirmGump.DisplayTo(from, tool, vendor);
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}
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else
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{
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vendor.Say(1076167); // You need a 100,000 gold and a blue diamond to recharge the weapon engraver.
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}
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}
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}
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}
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}
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