#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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135
Scripts/Engines/Quests/The Summoning/Items/BellOfTheDead.cs
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135
Scripts/Engines/Quests/The Summoning/Items/BellOfTheDead.cs
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using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.Quests.Doom
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{
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public class BellOfTheDead : Item
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{
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public override int LabelNumber{ get{ return 1050018; } } // bell of the dead
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[Constructable]
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public BellOfTheDead() : base( 0x91A )
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{
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Hue = 0x835;
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Movable = false;
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}
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private Chyloth m_Chyloth;
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private SkeletalDragon m_Dragon;
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private bool m_Summoning;
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[CommandProperty( AccessLevel.GameMaster, AccessLevel.Administrator )]
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public Chyloth Chyloth
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{
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get{ return m_Chyloth; }
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set{ m_Chyloth = value; }
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}
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[CommandProperty( AccessLevel.GameMaster, AccessLevel.Administrator )]
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public SkeletalDragon Dragon
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{
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get{ return m_Dragon; }
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set{ m_Dragon = value; }
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}
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[CommandProperty( AccessLevel.GameMaster, AccessLevel.Administrator )]
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public bool Summoning
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{
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get{ return m_Summoning; }
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set{ m_Summoning = value; }
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( from.InRange( GetWorldLocation(), 2 ) )
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BeginSummon( from );
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else
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from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that.
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}
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public virtual void BeginSummon( Mobile from )
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{
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if ( m_Chyloth != null && !m_Chyloth.Deleted )
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{
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from.SendLocalizedMessage( 1050010 ); // The ferry man has already been summoned. There is no need to ring for him again.
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}
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else if ( m_Dragon != null && !m_Dragon.Deleted )
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{
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from.SendLocalizedMessage( 1050017 ); // The ferryman has recently been summoned already. You decide against ringing the bell again so soon.
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}
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else if ( !m_Summoning )
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{
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m_Summoning = true;
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Effects.PlaySound( GetWorldLocation(), Map, 0x100 );
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Timer.DelayCall( TimeSpan.FromSeconds( 8.0 ), new TimerStateCallback( EndSummon ), from );
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}
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}
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public virtual void EndSummon( object state )
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{
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Mobile from = (Mobile)state;
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if ( m_Chyloth != null && !m_Chyloth.Deleted )
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{
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from.SendLocalizedMessage( 1050010 ); // The ferry man has already been summoned. There is no need to ring for him again.
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}
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else if ( m_Dragon != null && !m_Dragon.Deleted )
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{
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from.SendLocalizedMessage( 1050017 ); // The ferryman has recently been summoned already. You decide against ringing the bell again so soon.
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}
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else if ( m_Summoning )
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{
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m_Summoning = false;
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Point3D loc = GetWorldLocation();
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loc.Z -= 16;
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Effects.SendLocationParticles( EffectItem.Create( loc, Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 0, 0, 2023, 0 );
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Effects.PlaySound( loc, Map, 0x1FE );
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m_Chyloth = new Chyloth();
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m_Chyloth.Direction = (Direction)(7 & (4 + (int)from.GetDirectionTo( loc )));
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m_Chyloth.MoveToWorld( loc, Map );
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m_Chyloth.Bell = this;
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m_Chyloth.AngryAt = from;
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m_Chyloth.BeginGiveWarning();
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m_Chyloth.BeginRemove( TimeSpan.FromSeconds( 40.0 ) );
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}
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}
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public BellOfTheDead( 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_Chyloth );
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writer.Write( (Mobile) m_Dragon );
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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_Chyloth = reader.ReadMobile() as Chyloth;
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m_Dragon = reader.ReadMobile() as SkeletalDragon;
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if ( m_Chyloth != null )
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m_Chyloth.Delete();
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}
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}
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}
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