#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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126
Scripts/Items/Misc/SerpentPillar.cs
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126
Scripts/Items/Misc/SerpentPillar.cs
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using System;
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using Server;
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using Server.Multis;
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namespace Server.Items
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{
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public class SerpentPillar : Item
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{
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private bool m_Active;
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private string m_Word;
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private Rectangle2D m_Destination;
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Active
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{
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get{ return m_Active; }
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set{ m_Active = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public string Word
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{
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get{ return m_Word; }
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set{ m_Word = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Rectangle2D Destination
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{
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get{ return m_Destination; }
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set{ m_Destination = value; }
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}
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[Constructable]
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public SerpentPillar() : this( null, new Rectangle2D(), false )
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{
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}
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public SerpentPillar( string word, Rectangle2D destination ) : this( word, destination, true )
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{
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}
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public SerpentPillar( string word, Rectangle2D destination, bool active ) : base( 0x233F )
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{
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Movable = false;
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m_Active = active;
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m_Word = word;
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m_Destination = destination;
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}
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public override bool HandlesOnSpeech{ get{ return true; } }
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public override void OnSpeech( SpeechEventArgs e )
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{
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Mobile from = e.Mobile;
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if ( !e.Handled && from.InRange( this, 10 ) && e.Speech.ToLower() == this.Word )
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{
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BaseBoat boat = BaseBoat.FindBoatAt( from, from.Map );
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if ( boat == null )
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return;
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if ( !this.Active )
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{
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if ( boat.TillerMan != null )
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boat.TillerMan.Say( 502507 ); // Ar, Legend has it that these pillars are inactive! No man knows how it might be undone!
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return;
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}
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Map map = from.Map;
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for ( int i = 0; i < 5; i++ ) // Try 5 times
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{
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int x = Utility.Random( Destination.X, Destination.Width );
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int y = Utility.Random( Destination.Y, Destination.Height );
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int z = map.GetAverageZ( x, y );
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Point3D dest = new Point3D( x, y, z );
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if ( boat.CanFit( dest, map, boat.ItemID ) )
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{
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int xOffset = x - boat.X;
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int yOffset = y - boat.Y;
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int zOffset = z - boat.Z;
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boat.Teleport( xOffset, yOffset, zOffset );
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return;
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}
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}
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if ( boat.TillerMan != null )
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boat.TillerMan.Say( 502508 ); // Ar, I refuse to take that matey through here!
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}
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}
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public SerpentPillar( 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 ); // version
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writer.Write( (bool) m_Active );
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writer.Write( (string) m_Word );
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writer.Write( (Rectangle2D) m_Destination );
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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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m_Active = reader.ReadBool();
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m_Word = reader.ReadString();
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m_Destination = reader.ReadRect2D();
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}
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}
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}
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