#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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247
Scripts/Items/Misc/Origami.cs
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247
Scripts/Items/Misc/Origami.cs
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using System;
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using Server;
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using Server.Network;
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namespace Server.Items
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{
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public class OrigamiPaper : Item
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{
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public override int LabelNumber{ get{ return 1030288; } } // origami paper
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[Constructable]
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public OrigamiPaper() : base( 0x2830 )
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{
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}
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public OrigamiPaper( 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 ( !IsChildOf( from.Backpack ) )
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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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this.Delete();
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Item i = null;
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switch ( Utility.Random( (from.BAC >= 5) ? 6 : 5) )
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{
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case 0: i = new OrigamiButterfly(); break;
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case 1: i = new OrigamiSwan(); break;
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case 2: i = new OrigamiFrog(); break;
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case 3: i = new OrigamiShape(); break;
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case 4: i = new OrigamiSongbird(); break;
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case 5: i = new OrigamiFish(); break;
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}
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if( i != null )
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from.AddToBackpack( i );
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from.SendLocalizedMessage( 1070822 ); // You fold the paper into an interesting shape.
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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( 0 );
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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 OrigamiButterfly : Item
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{
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public override int LabelNumber{ get{ return 1030296; } } // a delicate origami butterfly
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[Constructable]
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public OrigamiButterfly() : base( 0x2838 )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiButterfly( 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( 0 );
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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 OrigamiSwan : Item
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{
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public override int LabelNumber{ get{ return 1030297; } } // a delicate origami swan
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[Constructable]
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public OrigamiSwan() : base( 0x2839 )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiSwan( 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( 0 );
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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 OrigamiFrog : Item
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{
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public override int LabelNumber{ get{ return 1030298; } } // a delicate origami frog
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[Constructable]
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public OrigamiFrog() : base( 0x283A )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiFrog( 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( 0 );
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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 OrigamiShape : Item
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{
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public override int LabelNumber{ get{ return 1030299; } } // an intricate geometric origami shape
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[Constructable]
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public OrigamiShape() : base( 0x283B )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiShape( 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( 0 );
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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 OrigamiSongbird : Item
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{
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public override int LabelNumber{ get{ return 1030300; } } // a delicate origami songbird
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[Constructable]
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public OrigamiSongbird() : base( 0x283C )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiSongbird( 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( 0 );
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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 OrigamiFish : Item
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{
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public override int LabelNumber{ get{ return 1030301; } } // a delicate origami fish
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[Constructable]
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public OrigamiFish() : base( 0x283D )
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{
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LootType = LootType.Blessed;
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}
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public OrigamiFish( 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( 0 );
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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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