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.
403 lines
No EOL
11 KiB
C#
403 lines
No EOL
11 KiB
C#
using System;
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using Server;
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using Server.Gumps;
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using Server.Network;
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namespace Server.Items
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{
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public class PowerScroll : Item
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{
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private SkillName m_Skill;
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private double m_Value;
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private static SkillName[] m_Skills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking
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};
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private static SkillName[] m_AOSSkills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking,
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak
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};
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private static SkillName[] m_SESkills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking,
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak,
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SkillName.Ninjitsu,
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SkillName.Bushido
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};
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private static SkillName[] m_MLSkills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking,
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak,
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SkillName.Ninjitsu,
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SkillName.Bushido,
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SkillName.Spellweaving
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};
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public static SkillName[] Skills{ get{ return ( Core.ML ? m_MLSkills : Core.SE ? m_SESkills : Core.AOS ? m_AOSSkills : m_Skills ); } }
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public static PowerScroll CreateRandom( int min, int max )
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{
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min /= 5;
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max /= 5;
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SkillName[] skills = PowerScroll.Skills;
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return new PowerScroll( skills[Utility.Random( skills.Length )], 100 + (Utility.RandomMinMax( min, max ) * 5));
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}
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public static PowerScroll CreateRandomNoCraft( int min, int max )
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{
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min /= 5;
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max /= 5;
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SkillName[] skills = PowerScroll.Skills;
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SkillName skillName;
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do
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{
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skillName = skills[Utility.Random( skills.Length )];
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} while ( skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring );
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return new PowerScroll( skillName, 100 + (Utility.RandomMinMax( min, max ) * 5));
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}
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[Constructable]
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public PowerScroll( SkillName skill, double value ) : base( 0x14F0 )
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{
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base.Hue = 0x481;
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base.Weight = 1.0;
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m_Skill = skill;
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m_Value = value;
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if ( m_Value > 105.0 )
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LootType = LootType.Cursed;
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}
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public PowerScroll( Serial serial ) : base( serial )
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{
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public SkillName Skill
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{
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get
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{
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return m_Skill;
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}
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set
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{
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m_Skill = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public double Value
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{
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get
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{
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return m_Value;
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}
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set
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{
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m_Value = value;
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}
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}
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private string GetNameLocalized()
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{
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return String.Concat( "#", (1044060 + (int)m_Skill).ToString() );
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}
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private string GetName()
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{
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int index = (int)m_Skill;
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SkillInfo[] table = SkillInfo.Table;
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if ( index >= 0 && index < table.Length )
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return table[index].Name.ToLower();
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else
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return "???";
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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if ( m_Value == 105.0 )
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list.Add( 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
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else if ( m_Value == 110.0 )
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list.Add( 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
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else if ( m_Value == 115.0 )
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list.Add( 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
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else if ( m_Value == 120.0 )
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list.Add( 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
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else
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list.Add( "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
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}
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public override void OnSingleClick( Mobile from )
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{
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if ( m_Value == 105.0 )
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base.LabelTo( from, 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
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else if ( m_Value == 110.0 )
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base.LabelTo( from, 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
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else if ( m_Value == 115.0 )
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base.LabelTo( from, 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
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else if ( m_Value == 120.0 )
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base.LabelTo( from, 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
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else
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base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
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}
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public void Use( Mobile from, bool firstStage )
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{
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if ( Deleted )
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return;
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if ( IsChildOf( from.Backpack ) )
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{
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Skill skill = from.Skills[m_Skill];
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if ( skill != null )
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{
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if ( skill.Cap >= m_Value )
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{
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from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
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}
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else
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{
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if ( firstStage )
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{
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from.CloseGump( typeof( StatCapScroll.InternalGump ) );
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from.CloseGump( typeof( PowerScroll.InternalGump ) );
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from.SendGump( new InternalGump( from, this ) );
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}
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else
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{
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from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
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skill.Cap = m_Value;
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Effects.SendLocationParticles( EffectItem.Create( from.Location, from.Map, EffectItem.DefaultDuration ), 0, 0, 0, 0, 0, 5060, 0 );
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Effects.PlaySound( from.Location, from.Map, 0x243 );
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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 );
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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 );
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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 );
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Effects.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );
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Delete();
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}
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}
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}
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}
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else
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{
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from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
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}
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}
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public override void OnDoubleClick( Mobile from )
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{
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Use( from, true );
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.Write( (int) m_Skill );
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writer.Write( (double) m_Value );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 0:
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{
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m_Skill = (SkillName)reader.ReadInt();
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m_Value = reader.ReadDouble();
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break;
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}
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}
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if ( m_Value == 105.0 )
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{
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LootType = LootType.Regular;
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}
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else
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{
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LootType = LootType.Cursed;
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if ( Insured )
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Insured = false;
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}
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}
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public class InternalGump : Gump
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{
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private Mobile m_Mobile;
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private PowerScroll m_Scroll;
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public InternalGump( Mobile mobile, PowerScroll scroll ) : base( 25, 50 )
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{
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m_Mobile = mobile;
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m_Scroll = scroll;
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AddPage( 0 );
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AddBackground( 25, 10, 420, 200, 5054 );
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AddImageTiled( 33, 20, 401, 181, 2624 );
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AddAlphaRegion( 33, 20, 401, 181 );
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AddHtmlLocalized( 40, 48, 387, 100, 1049469, true, true ); /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window.
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*/
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AddHtmlLocalized( 125, 148, 200, 20, 1049478, 0xFFFFFF, false, false ); // Do you wish to use this scroll?
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AddButton( 100, 172, 4005, 4007, 1, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 135, 172, 120, 20, 1046362, 0xFFFFFF, false, false ); // Yes
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AddButton( 275, 172, 4005, 4007, 0, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 310, 172, 120, 20, 1046363, 0xFFFFFF, false, false ); // No
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double value = scroll.m_Value;
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if ( value == 105.0 )
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AddHtmlLocalized( 40, 20, 260, 20, 1049635, 0xFFFFFF, false, false ); // Wonderous Scroll (105 Skill):
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else if ( value == 110.0 )
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AddHtmlLocalized( 40, 20, 260, 20, 1049636, 0xFFFFFF, false, false ); // Exalted Scroll (110 Skill):
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else if ( value == 115.0 )
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AddHtmlLocalized( 40, 20, 260, 20, 1049637, 0xFFFFFF, false, false ); // Mythical Scroll (115 Skill):
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else if ( value == 120.0 )
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AddHtmlLocalized( 40, 20, 260, 20, 1049638, 0xFFFFFF, false, false ); // Legendary Scroll (120 Skill):
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else
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AddHtml( 40, 20, 260, 20, String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", value ), false, false );
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AddHtmlLocalized( 310, 20, 120, 20, 1044060 + (int)scroll.m_Skill, 0xFFFFFF, false, false );
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}
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public override void OnResponse( NetState state, RelayInfo info )
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{
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if ( info.ButtonID == 1 )
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m_Scroll.Use( m_Mobile, false );
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}
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}
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}
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} |