ModernUO/Projects/Scripts/Items/Special/Special Scrolls/PowerScroll.cs
2019-08-02 18:16:11 -07:00

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;
}
}
}
}