#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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158
Scripts/Engines/Quests/Dark Tides/Items/MaabusCoffin.cs
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158
Scripts/Engines/Quests/Dark Tides/Items/MaabusCoffin.cs
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using System;
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using Server;
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using Server.Items;
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namespace Server.Engines.Quests.Necro
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{
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public class MaabusCoffin : BaseAddon
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{
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private Maabus m_Maabus;
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private Point3D m_SpawnLocation;
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[CommandProperty( AccessLevel.GameMaster )]
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public Maabus Maabus { get { return m_Maabus; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public Point3D SpawnLocation { get { return m_SpawnLocation; } set { m_SpawnLocation = value; } }
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[Constructable]
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public MaabusCoffin()
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{
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AddComponent( new MaabusCoffinComponent( 0x1C2B, 0x1C2B ), -1, -1, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D16, 0x1C2C ), 0, -1, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D17, 0x1C2D ), 1, -1, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D51, 0x1C2E ), 2, -1, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D4E, 0x1C2A ), 0, 0, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D4D, 0x1C29 ), 1, 0, 0 );
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AddComponent( new MaabusCoffinComponent( 0x1D4C, 0x1C28 ), 2, 0, 0 );
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}
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public void Awake( Mobile caller )
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{
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if ( m_Maabus != null || m_SpawnLocation == Point3D.Zero )
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return;
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foreach ( MaabusCoffinComponent c in Components )
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c.TurnToEmpty();
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m_Maabus = new Maabus();
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m_Maabus.Location = m_SpawnLocation;
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m_Maabus.Map = Map;
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m_Maabus.Direction = m_Maabus.GetDirectionTo( caller );
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Timer.DelayCall( TimeSpan.FromSeconds( 7.5 ), new TimerCallback( BeginSleep ) );
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}
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public void BeginSleep()
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{
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if ( m_Maabus == null )
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return;
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Effects.PlaySound( m_Maabus.Location, m_Maabus.Map, 0x48E );
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Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( Sleep ) );
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}
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public void Sleep()
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{
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if ( m_Maabus == null )
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return;
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Effects.SendLocationParticles( EffectItem.Create( m_Maabus.Location, m_Maabus.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 0x7E7 );
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Effects.PlaySound( m_Maabus.Location, m_Maabus.Map, 0x1FE );
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m_Maabus.Delete();
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m_Maabus = null;
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foreach ( MaabusCoffinComponent c in Components )
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c.TurnToFull();
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}
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public MaabusCoffin( 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) 0 ); // version
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writer.Write( (Mobile) m_Maabus );
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writer.Write( (Point3D) m_SpawnLocation );
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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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m_Maabus = reader.ReadMobile() as Maabus;
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m_SpawnLocation = reader.ReadPoint3D();
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Sleep();
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}
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}
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public class MaabusCoffinComponent : AddonComponent
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{
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private int m_FullItemID;
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private int m_EmptyItemID;
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[CommandProperty( AccessLevel.GameMaster )]
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public Point3D SpawnLocation
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{
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get { return Addon is MaabusCoffin ? ((MaabusCoffin)Addon).SpawnLocation : Point3D.Zero; }
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set { if ( Addon is MaabusCoffin ) ((MaabusCoffin)Addon).SpawnLocation = value; }
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}
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public MaabusCoffinComponent( int itemID ) : this( itemID, itemID )
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{
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}
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public MaabusCoffinComponent( int fullItemID, int emptyItemID ) : base( fullItemID )
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{
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m_FullItemID = fullItemID;
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m_EmptyItemID = emptyItemID;
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}
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public void TurnToEmpty()
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{
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ItemID = m_EmptyItemID;
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}
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public void TurnToFull()
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{
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ItemID = m_FullItemID;
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}
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public MaabusCoffinComponent( 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) 0 ); // version
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writer.Write( (int) m_FullItemID );
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writer.Write( (int) m_EmptyItemID );
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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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m_FullItemID = reader.ReadInt();
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m_EmptyItemID = reader.ReadInt();
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}
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}
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}
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