ModernUO/Scripts/Gumps/ResurrectGump.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

246 lines
7.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Gumps;
using Server.Network;
using Server.Mobiles;
namespace Server.Gumps
{
public enum ResurrectMessage
{
ChaosShrine=0,
VirtueShrine=1,
Healer=2,
Generic=3,
}
public class ResurrectGump : Gump
{
private Mobile m_Healer;
private int m_Price;
private bool m_FromSacrifice;
private double m_HitsScalar;
public ResurrectGump( Mobile owner )
: this( owner, owner, ResurrectMessage.Generic, false )
{
}
public ResurrectGump( Mobile owner, double hitsScalar )
: this( owner, owner, ResurrectMessage.Generic, false, hitsScalar )
{
}
public ResurrectGump( Mobile owner, bool fromSacrifice )
: this( owner, owner, ResurrectMessage.Generic, fromSacrifice )
{
}
public ResurrectGump( Mobile owner, Mobile healer )
: this( owner, healer, ResurrectMessage.Generic, false )
{
}
public ResurrectGump( Mobile owner, ResurrectMessage msg )
: this( owner, owner, msg, false )
{
}
public ResurrectGump( Mobile owner, Mobile healer, ResurrectMessage msg, bool fromSacrifice )
: this( owner, healer, msg, fromSacrifice, 0.0 )
{
}
public ResurrectGump( Mobile owner, Mobile healer, ResurrectMessage msg, bool fromSacrifice, double hitsScalar )
: base( 100, 0 )
{
m_Healer = healer;
m_FromSacrifice = fromSacrifice;
m_HitsScalar = hitsScalar;
AddPage( 0 );
AddBackground( 0, 0, 400, 350, 2600 );
AddHtmlLocalized( 0, 20, 400, 35, 1011022, false, false ); // <center>Resurrection</center>
AddHtmlLocalized( 50, 55, 300, 140, 1011023 + (int)msg, true, true ); /* It is possible for you to be resurrected here by this healer. Do you wish to try?<br>
* CONTINUE - You chose to try to come back to life now.<br>
* CANCEL - You prefer to remain a ghost for now.
*/
AddButton( 200, 227, 4005, 4007, 0, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 235, 230, 110, 35, 1011012, false, false ); // CANCEL
AddButton( 65, 227, 4005, 4007, 1, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 100, 230, 110, 35, 1011011, false, false ); // CONTINUE
}
public ResurrectGump( Mobile owner, Mobile healer, int price )
: base( 150, 50 )
{
m_Healer = healer;
m_Price = price;
Closable = false;
AddPage( 0 );
AddImage( 0, 0, 3600 );
AddImageTiled( 0, 14, 15, 200, 3603 );
AddImageTiled( 380, 14, 14, 200, 3605 );
AddImage( 0, 201, 3606 );
AddImageTiled( 15, 201, 370, 16, 3607 );
AddImageTiled( 15, 0, 370, 16, 3601 );
AddImage( 380, 0, 3602 );
AddImage( 380, 201, 3608 );
AddImageTiled( 15, 15, 365, 190, 2624 );
AddRadio( 30, 140, 9727, 9730, true, 1 );
AddHtmlLocalized( 65, 145, 300, 25, 1060015, 0x7FFF, false, false ); // Grudgingly pay the money
AddRadio( 30, 175, 9727, 9730, false, 0 );
AddHtmlLocalized( 65, 178, 300, 25, 1060016, 0x7FFF, false, false ); // I'd rather stay dead, you scoundrel!!!
AddHtmlLocalized( 30, 20, 360, 35, 1060017, 0x7FFF, false, false ); // Wishing to rejoin the living, are you? I can restore your body... for a price of course...
AddHtmlLocalized( 30, 105, 345, 40, 1060018, 0x5B2D, false, false ); // Do you accept the fee, which will be withdrawn from your bank?
AddImage( 65, 72, 5605 );
AddImageTiled( 80, 90, 200, 1, 9107 );
AddImageTiled( 95, 92, 200, 1, 9157 );
AddLabel( 90, 70, 1645, price.ToString() );
AddHtmlLocalized( 140, 70, 100, 25, 1023823, 0x7FFF, false, false ); // gold coins
AddButton( 290, 175, 247, 248, 2, GumpButtonType.Reply, 0 );
AddImageTiled( 15, 14, 365, 1, 9107 );
AddImageTiled( 380, 14, 1, 190, 9105 );
AddImageTiled( 15, 205, 365, 1, 9107 );
AddImageTiled( 15, 14, 1, 190, 9105 );
AddImageTiled( 0, 0, 395, 1, 9157 );
AddImageTiled( 394, 0, 1, 217, 9155 );
AddImageTiled( 0, 216, 395, 1, 9157 );
AddImageTiled( 0, 0, 1, 217, 9155 );
}
public override void OnResponse( NetState state, RelayInfo info )
{
Mobile from = state.Mobile;
if( info.ButtonID == 1 || info.ButtonID == 2 )
{
if( from.Map == null || !from.Map.CanFit( from.Location, 16, false, false ) )
{
from.SendLocalizedMessage( 502391 ); // Thou can not be resurrected there!
return;
}
if( m_Price > 0 )
{
if( info.IsSwitched( 1 ) )
{
if( Banker.Withdraw( from, m_Price ) )
{
from.SendLocalizedMessage( 1060398, m_Price.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
from.SendLocalizedMessage( 1060022, Banker.GetBalance( from ).ToString() ); // You have ~1_AMOUNT~ gold in cash remaining in your bank box.
}
else
{
from.SendLocalizedMessage( 1060020 ); // Unfortunately, you do not have enough cash in your bank to cover the cost of the healing.
return;
}
}
else
{
from.SendLocalizedMessage( 1060019 ); // You decide against paying the healer, and thus remain dead.
return;
}
}
from.PlaySound( 0x214 );
from.FixedEffect( 0x376A, 10, 16 );
from.Resurrect();
if( m_Healer != null && from != m_Healer )
{
VirtueLevel level = VirtueHelper.GetLevel( m_Healer, VirtueName.Compassion );
switch( level )
{
case VirtueLevel.Seeker: from.Hits = AOS.Scale( from.HitsMax, 20 ); break;
case VirtueLevel.Follower: from.Hits = AOS.Scale( from.HitsMax, 40 ); break;
case VirtueLevel.Knight: from.Hits = AOS.Scale( from.HitsMax, 80 ); break;
}
}
if( m_FromSacrifice && !from.Criminal && from is PlayerMobile )
{
((PlayerMobile)from).AvailableResurrects -= 1;
Container pack = from.Backpack;
Container corpse = from.Corpse;
if( pack != null && corpse != null )
{
List<Item> items = new List<Item>( corpse.Items );
for( int i = 0; i < items.Count; ++i )
{
Item item = items[i];
if( item.Layer != Layer.Hair && item.Layer != Layer.FacialHair && item.Movable )
pack.DropItem( item );
}
}
}
if( from.Fame > 0 )
{
int amount = from.Fame / 10;
Misc.Titles.AwardFame( from, -amount, true );
}
if( !Core.AOS && from.ShortTermMurders >= 5 )
{
double loss = (100.0 - (4.0 + (from.ShortTermMurders / 5.0))) / 100.0; // 5 to 15% loss
if( loss < 0.85 )
loss = 0.85;
else if( loss > 0.95 )
loss = 0.95;
if( from.RawStr * loss > 10 )
from.RawStr = (int)(from.RawStr * loss);
if( from.RawInt * loss > 10 )
from.RawInt = (int)(from.RawInt * loss);
if( from.RawDex * loss > 10 )
from.RawDex = (int)(from.RawDex * loss);
for( int s = 0; s < from.Skills.Length; s++ )
{
if( from.Skills[s].Base * loss > 35 )
from.Skills[s].Base *= loss;
}
}
if( from.Alive && m_HitsScalar > 0 )
from.Hits = (int)(from.HitsMax * m_HitsScalar);
}
}
}
}