#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Targets;
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using Server.Engines.VeteranRewards;
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namespace Server.Items
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{
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public class CharacterStatueMaker : Item, IRewardItem
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{
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public override int LabelNumber{ get{ return 1076173; } } // Character Statue Maker
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private bool m_IsRewardItem;
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private StatueType m_Type;
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[CommandProperty( AccessLevel.GameMaster )]
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public bool IsRewardItem
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{
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get{ return m_IsRewardItem; }
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set{ m_IsRewardItem = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public StatueType StatueType
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{
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get{ return m_Type; }
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set{ m_Type = value; InvalidateHue(); }
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}
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public CharacterStatueMaker( StatueType type ) : base( 0x32F0 )
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{
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m_Type = type;
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InvalidateHue();
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LootType = LootType.Blessed;
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Weight = 5.0;
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}
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public CharacterStatueMaker( Serial serial ) : base( serial )
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{
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}
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public override void OnDoubleClick( Mobile from )
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{
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if ( m_IsRewardItem && !RewardSystem.CheckIsUsableBy( from, this, new object[] { m_Type } ) )
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return;
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if ( IsChildOf( from.Backpack ) )
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{
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if ( !from.IsBodyMod )
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{
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from.SendLocalizedMessage( 1076194 ); // Select a place where you would like to put your statue.
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from.Target = new CharacterStatueTarget( this, m_Type );
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}
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else
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from.SendLocalizedMessage( 1073648 ); // You may only proceed while in your original state...
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}
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else
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from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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if ( m_IsRewardItem )
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list.Add( 1076222 ); // 6th Year Veteran Reward
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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.WriteEncodedInt( (int) 0 ); // version
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writer.Write( (bool) m_IsRewardItem );
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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.ReadEncodedInt();
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m_IsRewardItem = reader.ReadBool();
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m_Type = (StatueType) reader.ReadInt();
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}
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public void InvalidateHue()
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{
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Hue = 0xB8F + (int) m_Type * 4;
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}
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}
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public class MarbleStatueMaker : CharacterStatueMaker
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{
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[Constructable]
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public MarbleStatueMaker() : base( StatueType.Marble )
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{
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}
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public MarbleStatueMaker( 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.WriteEncodedInt( (int) 0 ); // version
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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.ReadEncodedInt();
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}
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}
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public class JadeStatueMaker : CharacterStatueMaker
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{
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[Constructable]
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public JadeStatueMaker() : base( StatueType.Jade )
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{
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}
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public JadeStatueMaker( 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.WriteEncodedInt( (int) 0 ); // version
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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.ReadEncodedInt();
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}
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}
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public class BronzeStatueMaker : CharacterStatueMaker
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{
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[Constructable]
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public BronzeStatueMaker() : base( StatueType.Bronze )
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{
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}
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public BronzeStatueMaker( 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.WriteEncodedInt( (int) 0 ); // version
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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.ReadEncodedInt();
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}
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}
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}
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