451 lines
14 KiB
C#
451 lines
14 KiB
C#
using System;
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using Server.Engines.Craft;
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namespace Server.Items
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{
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public class BaseQuiver : Container, ICraftable
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{
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private static readonly Type[] m_Ammo =
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{
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typeof(Arrow), typeof(Bolt)
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};
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private int m_Capacity;
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private Mobile m_Crafter;
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private int m_DamageIncrease;
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private int m_LowerAmmoCost;
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private ClothingQuality m_Quality;
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private int m_WeightReduction;
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public BaseQuiver(int itemID = 0x2FB7) : base(itemID)
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{
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Weight = 2.0;
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Capacity = 500;
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Layer = Layer.Cloak;
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Attributes = new AosAttributes(this);
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DamageIncrease = 10;
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}
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public BaseQuiver(Serial serial) : base(serial)
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{
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}
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public override int DefaultGumpID => 0x108;
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public override int DefaultMaxItems => 1;
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public override int DefaultMaxWeight => 50;
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public override double DefaultWeight => 2.0;
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[CommandProperty(AccessLevel.GameMaster)]
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public AosAttributes Attributes { get; private set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Capacity
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{
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get => m_Capacity;
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set
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{
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m_Capacity = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int LowerAmmoCost
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{
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get => m_LowerAmmoCost;
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set
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{
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m_LowerAmmoCost = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int WeightReduction
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{
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get => m_WeightReduction;
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set
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{
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m_WeightReduction = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int DamageIncrease
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{
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get => m_DamageIncrease;
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set
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{
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m_DamageIncrease = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Crafter
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{
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get => m_Crafter;
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set
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{
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m_Crafter = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public ClothingQuality Quality
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{
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get => m_Quality;
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set
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{
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m_Quality = value;
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InvalidateProperties();
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}
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}
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public Item Ammo => Items.Count > 0 ? Items[0] : null;
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public virtual int OnCraft(
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int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes,
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BaseTool tool, CraftItem craftItem, int resHue
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)
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{
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Quality = (ClothingQuality)quality;
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if (makersMark)
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Crafter = from;
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return quality;
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}
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public override void OnAfterDuped(Item newItem)
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{
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if (!(newItem is BaseQuiver quiver))
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return;
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quiver.Attributes = new AosAttributes(newItem, Attributes);
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}
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public override void UpdateTotal(Item sender, TotalType type, int delta)
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{
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InvalidateProperties();
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base.UpdateTotal(sender, type, delta);
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}
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public override int GetTotal(TotalType type)
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{
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var total = base.GetTotal(type);
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if (type == TotalType.Weight)
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total -= total * m_WeightReduction / 100;
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return total;
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}
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public bool CheckType(Item item)
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{
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var type = item.GetType();
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var ammo = Ammo;
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if (ammo != null)
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{
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if (ammo.GetType() == type)
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return true;
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}
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else
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{
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for (var i = 0; i < m_Ammo.Length; i++)
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if (type == m_Ammo[i])
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return true;
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}
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return false;
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}
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public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight)
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{
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if (CheckType(item))
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return Items.Count >= DefaultMaxItems && !checkItems && Ammo?.Deleted == false &&
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Ammo.Amount + item.Amount <= m_Capacity || item.Amount <= m_Capacity &&
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base.CheckHold(m, item, message, checkItems, plusItems, plusWeight);
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if (message)
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m.SendLocalizedMessage(1074836); // The container can not hold that type of object.
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return false;
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}
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public override void AddItem(Item dropped)
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{
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base.AddItem(dropped);
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InvalidateWeight();
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}
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public override void RemoveItem(Item dropped)
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{
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base.RemoveItem(dropped);
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InvalidateWeight();
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}
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public override void OnAdded(IEntity parent)
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{
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if (parent is Mobile mob) Attributes.AddStatBonuses(mob);
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}
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public override void OnRemoved(IEntity parent)
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{
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if (parent is Mobile mob) Attributes.RemoveStatBonuses(mob);
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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if (m_Crafter != null)
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list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~
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if (m_Quality == ClothingQuality.Exceptional)
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list.Add(1063341); // exceptional
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var ammo = Ammo;
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if (ammo != null)
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{
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if (ammo is Arrow)
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list.Add(1075265, "{0}\t{1}", ammo.Amount, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
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else if (ammo is Bolt)
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list.Add(1075266, "{0}\t{1}", ammo.Amount, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ bolts
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}
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else
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{
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list.Add(1075265, "{0}\t{1}", 0, Capacity); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
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}
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int prop;
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if ((prop = m_DamageIncrease) != 0)
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list.Add(1074762, prop.ToString()); // Damage modifier: ~1_PERCENT~%
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int phys, fire, cold, pois, nrgy, chaos, direct;
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phys = fire = cold = pois = nrgy = chaos = direct = 0;
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AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
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if (phys != 0)
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list.Add(1060403, phys.ToString()); // physical damage ~1_val~%
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if (fire != 0)
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list.Add(1060405, fire.ToString()); // fire damage ~1_val~%
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if (cold != 0)
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list.Add(1060404, cold.ToString()); // cold damage ~1_val~%
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if (pois != 0)
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list.Add(1060406, pois.ToString()); // poison damage ~1_val~%
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if (nrgy != 0)
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list.Add(1060407, nrgy.ToString()); // energy damage ~1_val
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if (chaos != 0)
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list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%
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if (direct != 0)
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list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%
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list.Add(1075085); // Requirement: Mondain's Legacy
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if ((prop = Attributes.DefendChance) != 0)
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list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%
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if ((prop = Attributes.BonusDex) != 0)
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list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~
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if ((prop = Attributes.EnhancePotions) != 0)
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list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%
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if ((prop = Attributes.CastRecovery) != 0)
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list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~
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if ((prop = Attributes.CastSpeed) != 0)
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list.Add(1060413, prop.ToString()); // faster casting ~1_val~
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if ((prop = Attributes.AttackChance) != 0)
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list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%
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if ((prop = Attributes.BonusHits) != 0)
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list.Add(1060431, prop.ToString()); // hit point increase ~1_val~
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if ((prop = Attributes.BonusInt) != 0)
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list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~
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if ((prop = Attributes.LowerManaCost) != 0)
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list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%
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if ((prop = Attributes.LowerRegCost) != 0)
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list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%
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if ((prop = Attributes.Luck) != 0)
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list.Add(1060436, prop.ToString()); // luck ~1_val~
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if ((prop = Attributes.BonusMana) != 0)
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list.Add(1060439, prop.ToString()); // mana increase ~1_val~
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if ((prop = Attributes.RegenMana) != 0)
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list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~
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if ((prop = Attributes.NightSight) != 0)
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list.Add(1060441); // night sight
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if ((prop = Attributes.ReflectPhysical) != 0)
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list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%
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if ((prop = Attributes.RegenStam) != 0)
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list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~
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if ((prop = Attributes.RegenHits) != 0)
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list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~
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if ((prop = Attributes.SpellDamage) != 0)
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list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%
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if ((prop = Attributes.BonusStam) != 0)
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list.Add(1060484, prop.ToString()); // stamina increase ~1_val~
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if ((prop = Attributes.BonusStr) != 0)
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list.Add(1060485, prop.ToString()); // strength bonus ~1_val~
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if ((prop = Attributes.WeaponSpeed) != 0)
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list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%
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if ((prop = m_LowerAmmoCost) > 0)
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list.Add(1075208, prop.ToString()); // Lower Ammo Cost ~1_Percentage~%
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var weight = ammo != null ? ammo.Weight + ammo.Amount : 0;
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list.Add(
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1072241,
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"{0}\t{1}\t{2}\t{3}",
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Items.Count,
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DefaultMaxItems,
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(int)weight,
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DefaultMaxWeight
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); // Contents: ~1_COUNT~/~2_MAXCOUNT items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones
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if ((prop = m_WeightReduction) != 0)
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list.Add(1072210, prop.ToString()); // Weight reduction: ~1_PERCENTAGE~%
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}
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private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
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{
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if (setIf)
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flags |= toSet;
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}
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private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet) => (flags & toGet) != 0;
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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var flags = SaveFlag.None;
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SetSaveFlag(ref flags, SaveFlag.Attributes, !Attributes.IsEmpty);
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SetSaveFlag(ref flags, SaveFlag.LowerAmmoCost, m_LowerAmmoCost != 0);
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SetSaveFlag(ref flags, SaveFlag.WeightReduction, m_WeightReduction != 0);
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SetSaveFlag(ref flags, SaveFlag.DamageIncrease, m_DamageIncrease != 0);
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SetSaveFlag(ref flags, SaveFlag.Crafter, m_Crafter != null);
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SetSaveFlag(ref flags, SaveFlag.Quality, true);
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SetSaveFlag(ref flags, SaveFlag.Capacity, m_Capacity > 0);
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writer.WriteEncodedInt((int)flags);
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if (GetSaveFlag(flags, SaveFlag.Attributes))
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Attributes.Serialize(writer);
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if (GetSaveFlag(flags, SaveFlag.LowerAmmoCost))
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writer.Write(m_LowerAmmoCost);
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if (GetSaveFlag(flags, SaveFlag.WeightReduction))
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writer.Write(m_WeightReduction);
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if (GetSaveFlag(flags, SaveFlag.DamageIncrease))
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writer.Write(m_DamageIncrease);
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if (GetSaveFlag(flags, SaveFlag.Crafter))
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writer.Write(m_Crafter);
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if (GetSaveFlag(flags, SaveFlag.Quality))
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writer.Write((int)m_Quality);
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if (GetSaveFlag(flags, SaveFlag.Capacity))
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writer.Write(m_Capacity);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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var flags = (SaveFlag)reader.ReadEncodedInt();
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if (GetSaveFlag(flags, SaveFlag.Attributes))
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Attributes = new AosAttributes(this, reader);
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else
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Attributes = new AosAttributes(this);
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if (GetSaveFlag(flags, SaveFlag.LowerAmmoCost))
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m_LowerAmmoCost = reader.ReadInt();
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if (GetSaveFlag(flags, SaveFlag.WeightReduction))
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m_WeightReduction = reader.ReadInt();
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if (GetSaveFlag(flags, SaveFlag.DamageIncrease))
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m_DamageIncrease = reader.ReadInt();
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if (GetSaveFlag(flags, SaveFlag.Crafter))
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m_Crafter = reader.ReadMobile();
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if (GetSaveFlag(flags, SaveFlag.Quality))
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m_Quality = (ClothingQuality)reader.ReadInt();
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if (GetSaveFlag(flags, SaveFlag.Capacity))
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m_Capacity = reader.ReadInt();
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}
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public virtual void AlterBowDamage(
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ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy,
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ref int chaos, ref int direct
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)
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{
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}
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public void InvalidateWeight()
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{
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if (RootParent is Mobile m) m.UpdateTotals();
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}
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[Flags]
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private enum SaveFlag
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{
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None = 0x00000000,
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Attributes = 0x00000001,
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DamageModifier = 0x00000002,
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LowerAmmoCost = 0x00000004,
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WeightReduction = 0x00000008,
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Crafter = 0x00000010,
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Quality = 0x00000020,
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Capacity = 0x00000040,
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DamageIncrease = 0x00000080
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}
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}
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}
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