#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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73
Scripts/Engines/CannedEvil/ChampionSkull.cs
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73
Scripts/Engines/CannedEvil/ChampionSkull.cs
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using System;
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using Server;
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using Server.Engines.CannedEvil;
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namespace Server.Items
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{
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public class ChampionSkull : Item
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{
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private ChampionSkullType m_Type;
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[CommandProperty( AccessLevel.GameMaster )]
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public ChampionSkullType Type{ get{ return m_Type; } set{ m_Type = value; InvalidateProperties(); } }
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public override int LabelNumber{ get{ return 1049479 + (int)m_Type; } }
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[Constructable]
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public ChampionSkull( ChampionSkullType type ) : base( 0x1AE1 )
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{
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m_Type = type;
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LootType = LootType.Cursed;
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// TODO: All hue values
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switch ( type )
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{
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case ChampionSkullType.Power: Hue = 0x159; break;
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case ChampionSkullType.Venom: Hue = 0x172; break;
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case ChampionSkullType.Greed: Hue = 0x1EE; break;
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case ChampionSkullType.Death: Hue = 0x025; break;
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case ChampionSkullType.Pain: Hue = 0x035; break;
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}
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}
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public ChampionSkull( Serial serial ) : base( serial )
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{
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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) 1 ); // version
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writer.Write( (int) m_Type );
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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 1:
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case 0:
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{
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m_Type = (ChampionSkullType)reader.ReadInt();
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break;
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}
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}
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if( version == 0 )
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{
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if ( LootType != LootType.Cursed )
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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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}
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}
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