#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Engines/Ethics/Hero/Powers/HolyItem.cs
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71
Scripts/Engines/Ethics/Hero/Powers/HolyItem.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Items;
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namespace Server.Ethics.Hero
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{
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public sealed class HolyItem : Power
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{
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public HolyItem()
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{
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m_Definition = new PowerDefinition(
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5,
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"Holy Item",
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"Vidda K'balc",
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""
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);
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}
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public override void BeginInvoke( Player from )
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{
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from.Mobile.BeginTarget( 12, false, Targeting.TargetFlags.None, new TargetStateCallback( Power_OnTarget ), from );
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from.Mobile.SendMessage( "Which item do you wish to imbue?" );
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}
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private void Power_OnTarget( Mobile fromMobile, object obj, object state )
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{
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Player from = state as Player;
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Item item = obj as Item;
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if ( item == null )
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{
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from.Mobile.LocalOverheadMessage( Server.Network.MessageType.Regular, 0x3B2, false, "You may not imbue that." );
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return;
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}
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if ( item.Parent != from.Mobile )
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{
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from.Mobile.LocalOverheadMessage( Server.Network.MessageType.Regular, 0x3B2, false, "You may only imbue items you are wearing." );
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return;
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}
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if ( ( item.SavedFlags & 0x300 ) != 0 )
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{
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from.Mobile.LocalOverheadMessage( Server.Network.MessageType.Regular, 0x3B2, false, "That has already beem imbued." );
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return;
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}
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bool canImbue = ( item is Spellbook || item is BaseClothing || item is BaseArmor || item is BaseWeapon ) && ( item.Name == null );
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if ( canImbue )
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{
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if ( !CheckInvoke( from ) )
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return;
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item.Hue = Ethic.Hero.Definition.PrimaryHue;
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item.SavedFlags |= 0x100;
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from.Mobile.FixedEffect( 0x375A, 10, 20 );
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from.Mobile.PlaySound( 0x209 );
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FinishInvoke( from );
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}
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else
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{
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from.Mobile.LocalOverheadMessage( Server.Network.MessageType.Regular, 0x3B2, false, "You may not imbue that." );
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}
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}
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}
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}
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