#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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126
Scripts/Gumps/Guilds/GuildAdminCandidatesGump.cs
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126
Scripts/Gumps/Guilds/GuildAdminCandidatesGump.cs
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using System;
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using Server;
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using Server.Guilds;
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using Server.Network;
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using Server.Factions;
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namespace Server.Gumps
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{
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public class GuildAdminCandidatesGump : GuildMobileListGump
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{
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public GuildAdminCandidatesGump( Mobile from, Guild guild ) : base( from, guild, true, guild.Candidates )
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{
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}
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protected override void Design()
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{
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AddHtmlLocalized( 20, 10, 400, 35, 1013075, false, false ); // Accept or Refuse candidates for membership
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AddButton( 20, 400, 4005, 4007, 1, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 55, 400, 245, 30, 1013076, false, false ); // Accept
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AddButton( 300, 400, 4005, 4007, 2, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 335, 400, 100, 35, 1013077, false, false ); // Refuse
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}
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public override void OnResponse( NetState state, RelayInfo info )
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{
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if ( GuildGump.BadLeader( m_Mobile, m_Guild ) )
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return;
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switch ( info.ButtonID )
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{
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case 0:
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{
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GuildGump.EnsureClosed( m_Mobile );
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m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
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break;
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}
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case 1: // Accept
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{
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int[] switches = info.Switches;
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if ( switches.Length > 0 )
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{
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int index = switches[0];
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if ( index >= 0 && index < m_List.Count )
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{
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Mobile m = (Mobile)m_List[index];
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if ( m != null && !m.Deleted )
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{
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#region Factions
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PlayerState guildState = PlayerState.Find( m_Guild.Leader );
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PlayerState targetState = PlayerState.Find( m );
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Faction guildFaction = ( guildState == null ? null : guildState.Faction );
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Faction targetFaction = ( targetState == null ? null : targetState.Faction );
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if ( guildFaction != targetFaction )
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{
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if ( guildFaction == null )
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m_Mobile.SendLocalizedMessage( 1013027 ); // That player cannot join a non-faction guild.
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else if ( targetFaction == null )
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m_Mobile.SendLocalizedMessage( 1013026 ); // That player must be in a faction before joining this guild.
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else
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m_Mobile.SendLocalizedMessage( 1013028 ); // That person has a different faction affiliation.
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break;
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}
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else if ( targetState != null && targetState.IsLeaving )
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{
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// OSI does this quite strangely, so we'll just do it this way
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m_Mobile.SendMessage( "That person is quitting their faction and so you may not recruit them." );
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break;
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}
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#endregion
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m_Guild.Candidates.Remove( m );
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m_Guild.Accepted.Add( m );
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GuildGump.EnsureClosed( m_Mobile );
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if ( m_Guild.Candidates.Count > 0 )
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m_Mobile.SendGump( new GuildAdminCandidatesGump( m_Mobile, m_Guild ) );
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else
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m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
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}
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}
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}
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break;
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}
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case 2: // Refuse
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{
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int[] switches = info.Switches;
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if ( switches.Length > 0 )
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{
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int index = switches[0];
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if ( index >= 0 && index < m_List.Count )
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{
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Mobile m = (Mobile)m_List[index];
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if ( m != null && !m.Deleted )
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{
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m_Guild.Candidates.Remove( m );
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GuildGump.EnsureClosed( m_Mobile );
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if ( m_Guild.Candidates.Count > 0 )
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m_Mobile.SendGump( new GuildAdminCandidatesGump( m_Mobile, m_Guild ) );
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else
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m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
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}
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}
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}
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break;
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}
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}
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}
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}
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}
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