#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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162
Scripts/Engines/Virtues/VirtueHelper.cs
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162
Scripts/Engines/Virtues/VirtueHelper.cs
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using System;
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using Server.Mobiles;
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namespace Server
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{
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public enum VirtueLevel
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{
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None,
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Seeker,
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Follower,
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Knight
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}
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public enum VirtueName
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{
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Humility,
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Sacrifice,
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Compassion,
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Spirituality,
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Valor,
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Honor,
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Justice,
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Honesty
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}
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public class VirtueHelper
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{
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public static bool HasAny( Mobile from, VirtueName virtue )
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{
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return ( from.Virtues.GetValue( (int)virtue ) > 0 );
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}
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public static bool IsHighestPath( Mobile from, VirtueName virtue )
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{
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return ( from.Virtues.GetValue( (int)virtue ) >= GetMaxAmount( virtue ) );
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}
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public static VirtueLevel GetLevel( Mobile from, VirtueName virtue )
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{
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int v = from.Virtues.GetValue( (int)virtue );
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int vl;
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int vmax = GetMaxAmount( virtue );
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if ( v < 4000 )
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vl = 0;
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else if ( v >= vmax)
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vl = 3;
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else
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vl = ( v + 9999 ) / 10000;
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return (VirtueLevel)vl;
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}
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public static int GetMaxAmount( VirtueName virtue )
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{
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if( virtue == VirtueName.Honor )
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return 20000;
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if( virtue == VirtueName.Sacrifice )
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return 22000;
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return 21000;
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}
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public static bool Award( Mobile from, VirtueName virtue, int amount, ref bool gainedPath )
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{
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int current = from.Virtues.GetValue( (int)virtue );
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int maxAmount = GetMaxAmount( virtue );
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if ( current >= maxAmount )
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return false;
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if( (current + amount) >= maxAmount )
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amount = maxAmount - current;
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VirtueLevel oldLevel = GetLevel( from, virtue );
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from.Virtues.SetValue( (int)virtue, current + amount );
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gainedPath = ( GetLevel( from, virtue ) != oldLevel );
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return true;
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}
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public static bool Atrophy( Mobile from, VirtueName virtue )
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{
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return Atrophy( from, virtue, 1 );
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}
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public static bool Atrophy( Mobile from, VirtueName virtue, int amount )
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{
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int current = from.Virtues.GetValue( (int)virtue );
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if( (current - amount) >= 0 )
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from.Virtues.SetValue( (int)virtue, current - amount );
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else
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from.Virtues.SetValue( (int)virtue, 0 );
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return ( current > 0 );
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}
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public static bool IsSeeker( Mobile from, VirtueName virtue )
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{
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return ( GetLevel( from, virtue ) >= VirtueLevel.Seeker );
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}
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public static bool IsFollower( Mobile from, VirtueName virtue )
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{
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return ( GetLevel( from, virtue ) >= VirtueLevel.Follower );
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}
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public static bool IsKnight( Mobile from, VirtueName virtue )
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{
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return ( GetLevel( from, virtue ) >= VirtueLevel.Knight );
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}
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public static void AwardVirtue( PlayerMobile pm, VirtueName virtue, int amount )
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{
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if ( virtue == VirtueName.Compassion )
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{
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if ( pm.CompassionGains > 0 && DateTime.UtcNow > pm.NextCompassionDay )
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{
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pm.NextCompassionDay = DateTime.MinValue;
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pm.CompassionGains = 0;
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}
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if ( pm.CompassionGains >= 5 )
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{
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pm.SendLocalizedMessage( 1053004 ); // You must wait about a day before you can gain in compassion again.
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return;
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}
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}
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bool gainedPath = false;
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string virtueName = Enum.GetName( typeof( VirtueName ), virtue );
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if ( VirtueHelper.Award( pm, virtue, amount, ref gainedPath ) )
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{
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// TODO: Localize?
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if ( gainedPath )
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pm.SendMessage( "You have gained a path in {0}!", virtueName );
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else
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pm.SendMessage( "You have gained in {0}.", virtueName );
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if ( virtue == VirtueName.Compassion )
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{
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pm.NextCompassionDay = DateTime.UtcNow + TimeSpan.FromDays( 1.0 );
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++pm.CompassionGains;
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if ( pm.CompassionGains >= 5 )
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pm.SendLocalizedMessage( 1053004 ); // You must wait about a day before you can gain in compassion again.
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}
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}
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else
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{
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// TODO: Localize?
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pm.SendMessage( "You have achieved the highest path of {0} and can no longer gain any further.", virtueName );
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}
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}
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}
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}
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