#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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112
Scripts/Items/Deeds/ClothingBlessDeed.cs
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112
Scripts/Items/Deeds/ClothingBlessDeed.cs
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using System;
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using Server.Network;
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using Server.Prompts;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Items
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{
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public class ClothingBlessTarget : Target // Create our targeting class (which we derive from the base target class)
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{
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private ClothingBlessDeed m_Deed;
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public ClothingBlessTarget( ClothingBlessDeed deed ) : base( 1, false, TargetFlags.None )
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{
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m_Deed = deed;
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}
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protected override void OnTarget( Mobile from, object target ) // Override the protected OnTarget() for our feature
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{
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if ( m_Deed.Deleted || m_Deed.RootParent != from )
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return;
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if ( target is BaseClothing )
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{
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BaseClothing item = (BaseClothing)target;
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if ( item is IArcaneEquip )
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{
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IArcaneEquip eq = (IArcaneEquip)item;
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if ( eq.IsArcane )
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{
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from.SendLocalizedMessage( 1005019 ); // This bless deed is for Clothes only.
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return;
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}
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}
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if ( item.LootType == LootType.Blessed || item.BlessedFor == from || (Mobile.InsuranceEnabled && item.Insured) ) // Check if its already newbied (blessed)
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{
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from.SendLocalizedMessage( 1045113 ); // That item is already blessed
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}
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else if ( item.LootType != LootType.Regular )
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{
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from.SendLocalizedMessage( 1045114 ); // You can not bless that item
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}
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else if ( !item.CanBeBlessed || item.RootParent != from )
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{
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from.SendLocalizedMessage( 500509 ); // You cannot bless that object
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}
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else
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{
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item.LootType = LootType.Blessed;
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from.SendLocalizedMessage( 1010026 ); // You bless the item....
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m_Deed.Delete(); // Delete the bless deed
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}
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}
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else
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{
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from.SendLocalizedMessage( 500509 ); // You cannot bless that object
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}
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}
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}
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public class ClothingBlessDeed : Item // Create the item class which is derived from the base item class
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{
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public override string DefaultName
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{
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get { return "a clothing bless deed"; }
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}
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[Constructable]
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public ClothingBlessDeed() : base( 0x14F0 )
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{
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Weight = 1.0;
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LootType = LootType.Blessed;
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}
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public ClothingBlessDeed( 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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}
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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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LootType = LootType.Blessed;
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int version = reader.ReadInt();
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}
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public override bool DisplayLootType{ get{ return false; } }
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public override void OnDoubleClick( Mobile from ) // Override double click of the deed to call our target
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{
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if ( !IsChildOf( from.Backpack ) ) // Make sure its in their pack
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{
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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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else
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{
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from.SendLocalizedMessage( 1005018 ); // What would you like to bless? (Clothes Only)
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from.Target = new ClothingBlessTarget( this ); // Call our target
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}
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}
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}
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}
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