#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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98
Scripts/Items/Aquarium/AquariumState.cs
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98
Scripts/Items/Aquarium/AquariumState.cs
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using System;
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using Server;
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namespace Server.Items
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{
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public enum WaterState
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{
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Dead,
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Dying,
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Unhealthy,
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Healthy,
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Strong
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}
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public enum FoodState
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{
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Dead,
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Starving,
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Hungry,
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Full,
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Overfed
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}
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[PropertyObject]
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public class AquariumState
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{
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private int m_State;
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private int m_Maintain;
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private int m_Improve;
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private int m_Added;
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[CommandProperty( AccessLevel.GameMaster )]
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public int State
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{
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get{ return m_State; }
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set
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{
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m_State = value;
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if ( m_State < 0 )
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m_State = 0;
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if ( m_State > 4 )
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m_State = 4;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Maintain
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{
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get{ return m_Maintain; }
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set{ m_Maintain = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Improve
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{
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get{ return m_Improve; }
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set{ m_Improve = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Added
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{
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get{ return m_Added; }
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set{ m_Added = value; }
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}
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public AquariumState()
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{
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}
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public override string ToString()
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{
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return "...";
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}
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public virtual void Serialize( GenericWriter writer )
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{
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writer.Write( 0 ); // version
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writer.Write( m_State );
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writer.Write( m_Maintain );
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writer.Write( m_Improve );
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writer.Write( m_Added );
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}
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public virtual void Deserialize( GenericReader reader )
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{
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int version = reader.ReadInt();
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m_State = reader.ReadInt();
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m_Maintain = reader.ReadInt();
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m_Improve = reader.ReadInt();
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m_Added = reader.ReadInt();
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}
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}
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}
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