244 lines
7 KiB
C#
244 lines
7 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace Server.Items
|
|
{
|
|
public class PowerScroll : SpecialScroll
|
|
{
|
|
private static SkillName[] m_Skills =
|
|
{
|
|
SkillName.Blacksmith,
|
|
SkillName.Tailoring,
|
|
SkillName.Swords,
|
|
SkillName.Fencing,
|
|
SkillName.Macing,
|
|
SkillName.Archery,
|
|
SkillName.Wrestling,
|
|
SkillName.Parry,
|
|
SkillName.Tactics,
|
|
SkillName.Anatomy,
|
|
SkillName.Healing,
|
|
SkillName.Magery,
|
|
SkillName.Meditation,
|
|
SkillName.EvalInt,
|
|
SkillName.MagicResist,
|
|
SkillName.AnimalTaming,
|
|
SkillName.AnimalLore,
|
|
SkillName.Veterinary,
|
|
SkillName.Musicianship,
|
|
SkillName.Provocation,
|
|
SkillName.Discordance,
|
|
SkillName.Peacemaking
|
|
};
|
|
|
|
private static SkillName[] m_AOSSkills =
|
|
{
|
|
SkillName.Chivalry,
|
|
SkillName.Focus,
|
|
SkillName.Necromancy,
|
|
SkillName.Stealing,
|
|
SkillName.Stealth,
|
|
SkillName.SpiritSpeak
|
|
};
|
|
|
|
private static SkillName[] m_SESkills =
|
|
{
|
|
SkillName.Ninjitsu,
|
|
SkillName.Bushido
|
|
};
|
|
|
|
private static SkillName[] m_MLSkills =
|
|
{
|
|
SkillName.Spellweaving
|
|
};
|
|
|
|
/*
|
|
private static SkillName[] m_SASkills = new SkillName[]
|
|
{
|
|
SkillName.Throwing,
|
|
SkillName.Mysticism,
|
|
SkillName.Imbuing
|
|
};
|
|
|
|
private static SkillName[] m_HSSkills = new SkillName[]
|
|
{
|
|
SkillName.Fishing
|
|
};
|
|
*/
|
|
|
|
private static List<SkillName> _Skills = new List<SkillName>();
|
|
|
|
[Constructible]
|
|
public PowerScroll(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
|
|
{
|
|
Hue = 0x481;
|
|
|
|
if (Value == 105.0 || skill == SkillName.Blacksmith || skill == SkillName.Tailoring)
|
|
LootType = LootType.Regular;
|
|
}
|
|
|
|
public PowerScroll(Serial serial) : base(serial)
|
|
{
|
|
}
|
|
|
|
public override int Message =>
|
|
1049469; /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
|
|
* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
|
|
* You can view your maximum skill values in your skills window.
|
|
* You can view your maximum statistic value in your statistics window. */
|
|
|
|
public override int Title
|
|
{
|
|
get
|
|
{
|
|
double level = (Value - 105.0) / 5.0;
|
|
|
|
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
|
|
return 1049635 + (int)level; /* Wonderous Scroll (105 Skill): OR
|
|
* Exalted Scroll (110 Skill): OR
|
|
* Mythical Scroll (115 Skill): OR
|
|
* Legendary Scroll (120 Skill): */
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public override string DefaultTitle => $"<basefont color=#FFFFFF>Power Scroll ({Value} Skill):</basefont>";
|
|
|
|
public static List<SkillName> Skills
|
|
{
|
|
get
|
|
{
|
|
if (_Skills.Count == 0)
|
|
{
|
|
_Skills.AddRange(m_Skills);
|
|
if (Core.AOS)
|
|
{
|
|
_Skills.AddRange(m_AOSSkills);
|
|
if (Core.SE)
|
|
{
|
|
_Skills.AddRange(m_SESkills);
|
|
if (Core.ML) _Skills.AddRange(m_MLSkills);
|
|
}
|
|
}
|
|
}
|
|
|
|
return _Skills;
|
|
}
|
|
}
|
|
|
|
public static PowerScroll CreateRandom(int min, int max)
|
|
{
|
|
min /= 5;
|
|
max /= 5;
|
|
|
|
return new PowerScroll(Skills[Utility.Random(Skills.Count)], 100 + Utility.RandomMinMax(min, max) * 5);
|
|
}
|
|
|
|
public static PowerScroll CreateRandomNoCraft(int min, int max)
|
|
{
|
|
min /= 5;
|
|
max /= 5;
|
|
|
|
SkillName skillName;
|
|
|
|
do
|
|
{
|
|
skillName = Skills[Utility.Random(Skills.Count)];
|
|
} while (skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring);
|
|
|
|
return new PowerScroll(skillName, 100 + Utility.RandomMinMax(min, max) * 5);
|
|
}
|
|
|
|
public override void AddNameProperty(ObjectPropertyList list)
|
|
{
|
|
double level = (Value - 105.0) / 5.0;
|
|
|
|
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
|
|
list.Add(1049639 + (int)level, GetNameLocalized()); /* a wonderous scroll of ~1_type~ (105 Skill) OR
|
|
* an exalted scroll of ~1_type~ (110 Skill) OR
|
|
* a mythical scroll of ~1_type~ (115 Skill) OR
|
|
* a legendary scroll of ~1_type~ (120 Skill) */
|
|
else
|
|
list.Add("a power scroll of {0} ({1} Skill)", GetName(), Value);
|
|
}
|
|
|
|
public override void OnSingleClick(Mobile from)
|
|
{
|
|
double level = (Value - 105.0) / 5.0;
|
|
|
|
if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
|
|
LabelTo(from, 1049639 + (int)level, GetNameLocalized());
|
|
else
|
|
LabelTo(from, "a power scroll of {0} ({1} Skill)", GetName(), Value);
|
|
}
|
|
|
|
public override bool CanUse(Mobile from)
|
|
{
|
|
if (!base.CanUse(from))
|
|
return false;
|
|
|
|
Skill skill = from.Skills[Skill];
|
|
|
|
if (skill == null)
|
|
return false;
|
|
|
|
if (skill.Cap >= Value)
|
|
{
|
|
from.SendLocalizedMessage(1049511, GetNameLocalized()); // Your ~1_type~ is too high for this power scroll.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override void Use(Mobile from)
|
|
{
|
|
if (!CanUse(from))
|
|
return;
|
|
|
|
from.SendLocalizedMessage(1049513,
|
|
GetNameLocalized()); // You feel a surge of magic as the scroll enhances your ~1_type~!
|
|
|
|
from.Skills[Skill].Cap = Value;
|
|
|
|
Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0,
|
|
0, 5060, 0);
|
|
Effects.PlaySound(from.Location, from.Map, 0x243);
|
|
|
|
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);
|
|
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);
|
|
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);
|
|
|
|
Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
|
|
|
|
Delete();
|
|
}
|
|
|
|
public override void Serialize(GenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.Write(0); // version
|
|
}
|
|
|
|
public override void Deserialize(GenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
int version = InheritsItem ? 0 : reader.ReadInt(); // Required for SpecialScroll insertion
|
|
|
|
if (Value == 105.0 || Skill == SkillName.Blacksmith || Skill == SkillName.Tailoring)
|
|
{
|
|
LootType = LootType.Regular;
|
|
}
|
|
else
|
|
{
|
|
LootType = LootType.Cursed;
|
|
Insured = false;
|
|
}
|
|
}
|
|
}
|
|
}
|