#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.

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WarrentyExpired 2026-08-06 11:06:05 -04:00
parent b51c58f514
commit 3045c83799
3512 changed files with 627673 additions and 0 deletions

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using System;
using Server;
using Server.Engines.CannedEvil;
namespace Server.Items
{
public class ChampionSkull : Item
{
private ChampionSkullType m_Type;
[CommandProperty( AccessLevel.GameMaster )]
public ChampionSkullType Type{ get{ return m_Type; } set{ m_Type = value; InvalidateProperties(); } }
public override int LabelNumber{ get{ return 1049479 + (int)m_Type; } }
[Constructable]
public ChampionSkull( ChampionSkullType type ) : base( 0x1AE1 )
{
m_Type = type;
LootType = LootType.Cursed;
// TODO: All hue values
switch ( type )
{
case ChampionSkullType.Power: Hue = 0x159; break;
case ChampionSkullType.Venom: Hue = 0x172; break;
case ChampionSkullType.Greed: Hue = 0x1EE; break;
case ChampionSkullType.Death: Hue = 0x025; break;
case ChampionSkullType.Pain: Hue = 0x035; break;
}
}
public ChampionSkull( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 ); // version
writer.Write( (int) m_Type );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 1:
case 0:
{
m_Type = (ChampionSkullType)reader.ReadInt();
break;
}
}
if( version == 0 )
{
if ( LootType != LootType.Cursed )
LootType = LootType.Cursed;
if ( Insured )
Insured = false;
}
}
}
}