#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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87
Scripts/Spells/Third/MagicLock.cs
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87
Scripts/Spells/Third/MagicLock.cs
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using System;
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using Server.Targeting;
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using Server.Network;
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using Server.Items;
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namespace Server.Spells.Third
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{
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public class MagicLockSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Magic Lock", "An Por",
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215,
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9001,
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Reagent.Garlic,
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Reagent.Bloodmoss,
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Reagent.SulfurousAsh
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);
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public override SpellCircle Circle { get { return SpellCircle.Third; } }
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public MagicLockSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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Caster.Target = new InternalTarget( this );
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}
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public void Target( LockableContainer targ )
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{
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if ( Multis.BaseHouse.CheckLockedDownOrSecured( targ ) )
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{
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// You cannot cast this on a locked down item.
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Caster.LocalOverheadMessage( MessageType.Regular, 0x22, 501761 );
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}
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else if ( targ.Locked || targ.LockLevel == 0 || targ is ParagonChest )
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{
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// Target must be an unlocked chest.
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Caster.SendLocalizedMessage( 501762 );
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}
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else if ( CheckSequence() )
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{
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SpellHelper.Turn( Caster, targ );
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Point3D loc = targ.GetWorldLocation();
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Effects.SendLocationParticles(
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EffectItem.Create( loc, targ.Map, EffectItem.DefaultDuration ),
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0x376A, 9, 32, 5020 );
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Effects.PlaySound( loc, targ.Map, 0x1FA );
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// The chest is now locked!
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Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501763 );
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targ.LockLevel = -255; // signal magic lock
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targ.Locked = true;
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}
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FinishSequence();
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}
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private class InternalTarget : Target
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{
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private MagicLockSpell m_Owner;
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public InternalTarget( MagicLockSpell owner ) : base( Core.ML ? 10 : 12, false, TargetFlags.None )
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{
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m_Owner = owner;
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}
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protected override void OnTarget( Mobile from, object o )
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{
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if ( o is LockableContainer )
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m_Owner.Target( (LockableContainer)o );
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else
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from.SendLocalizedMessage( 501762 ); // Target must be an unlocked chest.
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}
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protected override void OnTargetFinish( Mobile from )
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{
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m_Owner.FinishSequence();
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}
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}
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}
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}
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