#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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138
Scripts/Items/Weapons/Maces/FireworksWand.cs
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138
Scripts/Items/Weapons/Maces/FireworksWand.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class FireworksWand : MagicWand
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{
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public override int LabelNumber{ get{ return 1041424; } } // a fireworks wand
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private int m_Charges;
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[CommandProperty( AccessLevel.GameMaster )]
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public int Charges
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{
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get{ return m_Charges; }
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set{ m_Charges = value; InvalidateProperties(); }
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}
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[Constructable]
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public FireworksWand() : this( 100 )
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{
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}
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[Constructable]
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public FireworksWand( int charges )
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{
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m_Charges = charges;
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LootType = LootType.Blessed;
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}
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public FireworksWand( Serial serial ) : base( serial )
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{
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}
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public override void AddNameProperties( ObjectPropertyList list )
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{
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base.AddNameProperties( list );
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list.Add( 1060741, m_Charges.ToString() ); // charges: ~1_val~
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}
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public override void OnDoubleClick( Mobile from )
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{
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BeginLaunch( from, true );
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}
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public void BeginLaunch( Mobile from, bool useCharges )
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{
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Map map = from.Map;
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if ( map == null || map == Map.Internal )
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return;
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if ( useCharges )
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{
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if ( Charges > 0 )
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{
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--Charges;
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}
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else
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{
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from.SendLocalizedMessage( 502412 ); // There are no charges left on that item.
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return;
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}
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}
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from.SendLocalizedMessage( 502615 ); // You launch a firework!
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Point3D ourLoc = GetWorldLocation();
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Point3D startLoc = new Point3D( ourLoc.X, ourLoc.Y, ourLoc.Z + 10 );
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Point3D endLoc = new Point3D( startLoc.X + Utility.RandomMinMax( -2, 2 ), startLoc.Y + Utility.RandomMinMax( -2, 2 ), startLoc.Z + 32 );
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Effects.SendMovingEffect( new Entity( Serial.Zero, startLoc, map ), new Entity( Serial.Zero, endLoc, map ),
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0x36E4, 5, 0, false, false );
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Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( FinishLaunch ), new object[]{ from, endLoc, map } );
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}
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private void FinishLaunch( object state )
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{
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object[] states = (object[])state;
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Mobile from = (Mobile)states[0];
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Point3D endLoc = (Point3D)states[1];
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Map map = (Map)states[2];
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int hue = Utility.Random( 40 );
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if ( hue < 8 )
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hue = 0x66D;
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else if ( hue < 10 )
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hue = 0x482;
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else if ( hue < 12 )
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hue = 0x47E;
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else if ( hue < 16 )
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hue = 0x480;
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else if ( hue < 20 )
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hue = 0x47F;
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else
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hue = 0;
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if ( Utility.RandomBool() )
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hue = Utility.RandomList( 0x47E, 0x47F, 0x480, 0x482, 0x66D );
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int renderMode = Utility.RandomList( 0, 2, 3, 4, 5, 7 );
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Effects.PlaySound( endLoc, map, Utility.Random( 0x11B, 4 ) );
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Effects.SendLocationEffect( endLoc, map, 0x373A + (0x10 * Utility.Random( 4 )), 16, 10, hue, renderMode );
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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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writer.Write( (int) m_Charges );
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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.ReadInt();
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switch ( version )
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{
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case 0:
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{
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m_Charges = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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