#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Special/Special Scrolls/PowerScroll.cs
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Scripts/Items/Special/Special Scrolls/PowerScroll.cs
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using System;
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using Server;
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using Server.Gumps;
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using Server.Network;
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using System.Collections;
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using System.Collections.Generic;
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namespace Server.Items
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{
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public class PowerScroll : SpecialScroll
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{
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public override int Message { get { return 1049469; } } /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window. */
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public override int Title
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{
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get
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{
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double level = ( Value - 105.0 ) / 5.0;
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if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
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return 1049635 + (int)level; /* Wonderous Scroll (105 Skill): OR
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* Exalted Scroll (110 Skill): OR
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* Mythical Scroll (115 Skill): OR
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* Legendary Scroll (120 Skill): */
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return 0;
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}
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}
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public override string DefaultTitle{ get{ return String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", Value ); } }
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private static SkillName[] m_Skills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking
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};
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private static SkillName[] m_AOSSkills = new SkillName[]
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{
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak
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};
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private static SkillName[] m_SESkills = new SkillName[]
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{
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SkillName.Ninjitsu,
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SkillName.Bushido
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};
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private static SkillName[] m_MLSkills = new SkillName[]
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{
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SkillName.Spellweaving
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};
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/*
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private static SkillName[] m_SASkills = new SkillName[]
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{
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SkillName.Throwing,
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SkillName.Mysticism,
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SkillName.Imbuing
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};
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private static SkillName[] m_HSSkills = new SkillName[]
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{
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SkillName.Fishing
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};
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*/
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private static List<SkillName> _Skills = new List<SkillName>();
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public static List<SkillName> Skills
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{
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get
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{
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if ( _Skills.Count == 0 )
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{
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_Skills.AddRange( m_Skills );
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if (Core.AOS)
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{
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_Skills.AddRange( m_AOSSkills );
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if (Core.SE)
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{
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_Skills.AddRange( m_SESkills );
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if (Core.ML)
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{
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_Skills.AddRange( m_MLSkills );
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/*
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if (Core.SA)
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{
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_Skills.AddRange( m_SASkills );
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if (Core.HS)
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_Skills.AddRange( m_HSSkills );
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}
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*/
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}
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}
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}
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}
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return _Skills;
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}
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}
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public static PowerScroll CreateRandom( int min, int max )
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{
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min /= 5;
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max /= 5;
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return new PowerScroll( Skills[Utility.Random( Skills.Count )], 100 + ( Utility.RandomMinMax( min, max ) * 5 ) );
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}
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public static PowerScroll CreateRandomNoCraft( int min, int max )
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{
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min /= 5;
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max /= 5;
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SkillName skillName;
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do
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{
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skillName = Skills[Utility.Random( Skills.Count )];
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} while ( skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring );
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return new PowerScroll( skillName, 100 + (Utility.RandomMinMax( min, max ) * 5));
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}
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public PowerScroll() : this( SkillName.Alchemy, 0.0 )
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{
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}
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[Constructable]
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public PowerScroll( SkillName skill, double value ) : base( skill, value )
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{
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Hue = 0x481;
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if ( Value == 105.0 || skill == Server.SkillName.Blacksmith || skill == Server.SkillName.Tailoring )
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LootType = LootType.Regular;
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}
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public PowerScroll( Serial serial ) : base( serial )
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{
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}
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public override void AddNameProperty( ObjectPropertyList list )
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{
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double level = ( Value - 105.0 ) / 5.0;
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if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
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list.Add( 1049639 + (int)level, GetNameLocalized() ); /* a wonderous scroll of ~1_type~ (105 Skill) OR
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* an exalted scroll of ~1_type~ (110 Skill) OR
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* a mythical scroll of ~1_type~ (115 Skill) OR
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* a legendary scroll of ~1_type~ (120 Skill) */
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else
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list.Add( "a power scroll of {0} ({1} Skill)", GetName(), Value );
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}
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public override void OnSingleClick( Mobile from )
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{
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double level = ( Value - 105.0 ) / 5.0;
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if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
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base.LabelTo( from, 1049639 + (int)level, GetNameLocalized() );
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else
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base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), Value );
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}
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public override bool CanUse( Mobile from )
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{
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if ( !base.CanUse( from ) )
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return false;
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Skill skill = from.Skills[Skill];
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if ( skill == null )
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return false;
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if ( skill.Cap >= Value )
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{
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from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
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return false;
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}
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return true;
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}
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public override void Use( Mobile from )
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{
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if ( !CanUse( from ) )
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return;
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from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
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from.Skills[Skill].Cap = Value;
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Effects.SendLocationParticles( EffectItem.Create( from.Location, from.Map, EffectItem.DefaultDuration ), 0, 0, 0, 0, 0, 5060, 0 );
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Effects.PlaySound( from.Location, from.Map, 0x243 );
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Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
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Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 4, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
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Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 4, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
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Effects.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );
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Delete();
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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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int version = ( InheritsItem ? 0 : reader.ReadInt() ); // Required for SpecialScroll insertion
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if ( Value == 105.0 || Skill == SkillName.Blacksmith || Skill == SkillName.Tailoring )
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{
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LootType = LootType.Regular;
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}
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else
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{
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LootType = LootType.Cursed;
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Insured = false;
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}
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}
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}
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}
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