using System; using System.Collections; using System.Collections.Generic; using Server.Network; using Server.Engines.Craft; using Server.Factions; using AMA = Server.Items.ArmorMeditationAllowance; using AMT = Server.Items.ArmorMaterialType; using ABT = Server.Items.ArmorBodyType; namespace Server.Items { public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability { #region Factions private FactionItem m_FactionState; public FactionItem FactionItemState { get{ return m_FactionState; } set { m_FactionState = value; if ( m_FactionState == null ) Hue = CraftResources.GetHue( Resource ); LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed ); } } #endregion /* Armor internals work differently now (Jun 19 2003) * * The attributes defined below default to -1. * If the value is -1, the corresponding virtual 'Aos/Old' property is used. * If not, the attribute value itself is used. Here's the list: * - ArmorBase * - StrBonus * - DexBonus * - IntBonus * - StrReq * - DexReq * - IntReq * - MeditationAllowance */ // Instance values. These values must are unique to each armor piece. private int m_MaxHitPoints; private int m_HitPoints; private Mobile m_Crafter; private ArmorQuality m_Quality; private ArmorDurabilityLevel m_Durability; private ArmorProtectionLevel m_Protection; private CraftResource m_Resource; private bool m_Identified, m_PlayerConstructed; private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus; private AosAttributes m_AosAttributes; private AosArmorAttributes m_AosArmorAttributes; private AosSkillBonuses m_AosSkillBonuses; // Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts. private int m_ArmorBase = -1; private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1; private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1; private AMA m_Meditate = (AMA)(-1); public virtual bool AllowMaleWearer{ get{ return true; } } public virtual bool AllowFemaleWearer{ get{ return true; } } public abstract AMT MaterialType{ get; } public virtual int RevertArmorBase{ get{ return ArmorBase; } } public virtual int ArmorBase{ get{ return 0; } } public virtual AMA DefMedAllowance{ get{ return AMA.None; } } public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } } public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } } public virtual int AosStrBonus{ get{ return 0; } } public virtual int AosDexBonus{ get{ return 0; } } public virtual int AosIntBonus{ get{ return 0; } } public virtual int AosStrReq{ get{ return 0; } } public virtual int AosDexReq{ get{ return 0; } } public virtual int AosIntReq{ get{ return 0; } } public virtual int OldStrBonus{ get{ return 0; } } public virtual int OldDexBonus{ get{ return 0; } } public virtual int OldIntBonus{ get{ return 0; } } public virtual int OldStrReq{ get{ return 0; } } public virtual int OldDexReq{ get{ return 0; } } public virtual int OldIntReq{ get{ return 0; } } public virtual bool CanFortify{ get{ return true; } } public override void OnAfterDuped( Item newItem ) { BaseArmor armor = newItem as BaseArmor; if ( armor == null ) return; armor.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes ); armor.m_AosArmorAttributes = new AosArmorAttributes( newItem, m_AosArmorAttributes ); armor.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses ); } [CommandProperty( AccessLevel.GameMaster )] public AMA MeditationAllowance { get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); } set{ m_Meditate = value; } } [CommandProperty( AccessLevel.GameMaster )] public int BaseArmorRating { get { if ( m_ArmorBase == -1 ) return ArmorBase; else return m_ArmorBase; } set { m_ArmorBase = value; Invalidate(); } } public double BaseArmorRatingScaled { get { return ( BaseArmorRating * ArmorScalar ); } } public virtual double ArmorRating { get { int ar = BaseArmorRating; if ( m_Protection != ArmorProtectionLevel.Regular ) ar += 10 + (5 * (int)m_Protection); switch ( m_Resource ) { case CraftResource.DullCopper: ar += 2; break; case CraftResource.ShadowIron: ar += 4; break; case CraftResource.Copper: ar += 6; break; case CraftResource.Bronze: ar += 8; break; case CraftResource.Gold: ar += 10; break; case CraftResource.Agapite: ar += 12; break; case CraftResource.Verite: ar += 14; break; case CraftResource.Valorite: ar += 16; break; case CraftResource.SpinedLeather: ar += 10; break; case CraftResource.HornedLeather: ar += 13; break; case CraftResource.BarbedLeather: ar += 16; break; } ar += -8 + (8 * (int)m_Quality); return ScaleArmorByDurability( ar ); } } public double ArmorRatingScaled { get { return ( ArmorRating * ArmorScalar ); } } [CommandProperty( AccessLevel.GameMaster )] public int StrBonus { get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); } set{ m_StrBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int DexBonus { get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); } set{ m_DexBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int IntBonus { get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); } set{ m_IntBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int StrRequirement { get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); } set{ m_StrReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int DexRequirement { get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); } set{ m_DexReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int IntRequirement { get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); } set{ m_IntReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public bool Identified { get{ return m_Identified; } set{ m_Identified = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public bool PlayerConstructed { get{ return m_PlayerConstructed; } set{ m_PlayerConstructed = value; } } [CommandProperty( AccessLevel.GameMaster )] public CraftResource Resource { get { return m_Resource; } set { if ( m_Resource != value ) { UnscaleDurability(); m_Resource = value; if ( CraftItem.RetainsColor( this.GetType() ) ) { Hue = CraftResources.GetHue(m_Resource); } Invalidate(); InvalidateProperties(); if ( Parent is Mobile ) ((Mobile)Parent).UpdateResistances(); ScaleDurability(); } } } public virtual double ArmorScalar { get { int pos = (int)BodyPosition; if ( pos >= 0 && pos < m_ArmorScalars.Length ) return m_ArmorScalars[pos]; return 1.0; } } [CommandProperty( AccessLevel.GameMaster )] public int MaxHitPoints { get{ return m_MaxHitPoints; } set{ m_MaxHitPoints = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int HitPoints { get { return m_HitPoints; } set { if ( value != m_HitPoints && MaxHitPoints > 0 ) { m_HitPoints = value; if ( m_HitPoints < 0 ) Delete(); else if ( m_HitPoints > MaxHitPoints ) m_HitPoints = MaxHitPoints; InvalidateProperties(); } } } [CommandProperty( AccessLevel.GameMaster )] public Mobile Crafter { get{ return m_Crafter; } set{ m_Crafter = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public ArmorQuality Quality { get{ return m_Quality; } set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); } } [CommandProperty( AccessLevel.GameMaster )] public ArmorDurabilityLevel Durability { get{ return m_Durability; } set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); } } public virtual int ArtifactRarity { get{ return 0; } } [CommandProperty( AccessLevel.GameMaster )] public ArmorProtectionLevel ProtectionLevel { get { return m_Protection; } set { if ( m_Protection != value ) { m_Protection = value; Invalidate(); InvalidateProperties(); if ( Parent is Mobile ) ((Mobile)Parent).UpdateResistances(); } } } [CommandProperty( AccessLevel.GameMaster )] public AosAttributes Attributes { get{ return m_AosAttributes; } set{} } [CommandProperty( AccessLevel.GameMaster )] public AosArmorAttributes ArmorAttributes { get{ return m_AosArmorAttributes; } set{} } [CommandProperty( AccessLevel.GameMaster )] public AosSkillBonuses SkillBonuses { get{ return m_AosSkillBonuses; } set{} } public int ComputeStatReq( StatType type ) { int v; if ( type == StatType.Str ) v = StrRequirement; else if ( type == StatType.Dex ) v = DexRequirement; else v = IntRequirement; return AOS.Scale( v, 100 - GetLowerStatReq() ); } public int ComputeStatBonus( StatType type ) { if ( type == StatType.Str ) return StrBonus + Attributes.BonusStr; else if ( type == StatType.Dex ) return DexBonus + Attributes.BonusDex; else return IntBonus + Attributes.BonusInt; } [CommandProperty( AccessLevel.GameMaster )] public int PhysicalBonus{ get{ return m_PhysicalBonus; } set{ m_PhysicalBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int FireBonus{ get{ return m_FireBonus; } set{ m_FireBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int ColdBonus{ get{ return m_ColdBonus; } set{ m_ColdBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int PoisonBonus{ get{ return m_PoisonBonus; } set{ m_PoisonBonus = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int EnergyBonus{ get{ return m_EnergyBonus; } set{ m_EnergyBonus = value; InvalidateProperties(); } } public virtual int BasePhysicalResistance{ get{ return 0; } } public virtual int BaseFireResistance{ get{ return 0; } } public virtual int BaseColdResistance{ get{ return 0; } } public virtual int BasePoisonResistance{ get{ return 0; } } public virtual int BaseEnergyResistance{ get{ return 0; } } public override int PhysicalResistance{ get{ return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus; } } public override int FireResistance{ get{ return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus; } } public override int ColdResistance{ get{ return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus; } } public override int PoisonResistance{ get{ return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus; } } public override int EnergyResistance{ get{ return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus; } } public virtual int InitMinHits{ get{ return 0; } } public virtual int InitMaxHits{ get{ return 0; } } [CommandProperty( AccessLevel.GameMaster )] public ArmorBodyType BodyPosition { get { switch ( this.Layer ) { default: case Layer.Neck: return ArmorBodyType.Gorget; case Layer.TwoHanded: return ArmorBodyType.Shield; case Layer.Gloves: return ArmorBodyType.Gloves; case Layer.Helm: return ArmorBodyType.Helmet; case Layer.Arms: return ArmorBodyType.Arms; case Layer.InnerLegs: case Layer.OuterLegs: case Layer.Pants: return ArmorBodyType.Legs; case Layer.InnerTorso: case Layer.OuterTorso: case Layer.Shirt: return ArmorBodyType.Chest; } } } public void DistributeBonuses( int amount ) { for ( int i = 0; i < amount; ++i ) { switch ( Utility.Random( 5 ) ) { case 0: ++m_PhysicalBonus; break; case 1: ++m_FireBonus; break; case 2: ++m_ColdBonus; break; case 3: ++m_PoisonBonus; break; case 4: ++m_EnergyBonus; break; } } InvalidateProperties(); } public CraftAttributeInfo GetResourceAttrs() { CraftResourceInfo info = CraftResources.GetInfo( m_Resource ); if ( info == null ) return CraftAttributeInfo.Blank; return info.AttributeInfo; } public int GetProtOffset() { switch ( m_Protection ) { case ArmorProtectionLevel.Guarding: return 1; case ArmorProtectionLevel.Hardening: return 2; case ArmorProtectionLevel.Fortification: return 3; case ArmorProtectionLevel.Invulnerability: return 4; } return 0; } public void UnscaleDurability() { int scale = 100 + GetDurabilityBonus(); m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale; m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale; InvalidateProperties(); } public void ScaleDurability() { int scale = 100 + GetDurabilityBonus(); m_HitPoints = ((m_HitPoints * scale) + 99) / 100; m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100; InvalidateProperties(); } public int GetDurabilityBonus() { int bonus = 0; if ( m_Quality == ArmorQuality.Exceptional ) bonus += 20; switch ( m_Durability ) { case ArmorDurabilityLevel.Durable: bonus += 20; break; case ArmorDurabilityLevel.Substantial: bonus += 50; break; case ArmorDurabilityLevel.Massive: bonus += 70; break; case ArmorDurabilityLevel.Fortified: bonus += 100; break; case ArmorDurabilityLevel.Indestructible: bonus += 120; break; } if ( Core.AOS ) { bonus += m_AosArmorAttributes.DurabilityBonus; CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource ); CraftAttributeInfo attrInfo = null; if ( resInfo != null ) attrInfo = resInfo.AttributeInfo; if ( attrInfo != null ) bonus += attrInfo.ArmorDurability; } return bonus; } public bool Scissor( Mobile from, Scissors scissors ) { if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack. return false; } if ( Ethics.Ethic.IsImbued( this ) ) { from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything. return false; } CraftSystem system = DefTailoring.CraftSystem; CraftItem item = system.CraftItems.SearchFor( GetType() ); if ( item != null && item.Resources.Count == 1 && item.Resources.GetAt( 0 ).Amount >= 2 ) { try { Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] ); ScissorHelper( from, res, m_PlayerConstructed ? (item.Resources.GetAt( 0 ).Amount / 2) : 1 ); return true; } catch { } } from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything. return false; } private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 }; public static double[] ArmorScalars { get { return m_ArmorScalars; } set { m_ArmorScalars = value; } } public static void ValidateMobile( Mobile m ) { for ( int i = m.Items.Count - 1; i >= 0; --i ) { if ( i >= m.Items.Count ) continue; Item item = m.Items[i]; if ( item is BaseArmor ) { BaseArmor armor = (BaseArmor)item; if( armor.RequiredRace != null && m.Race != armor.RequiredRace ) { if( armor.RequiredRace == Race.Elf ) m.SendLocalizedMessage( 1072203 ); // Only Elves may use this. else m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName ); m.AddToBackpack( armor ); } else if ( !armor.AllowMaleWearer && !m.Female && m.AccessLevel < AccessLevel.GameMaster ) { if ( armor.AllowFemaleWearer ) m.SendLocalizedMessage( 1010388 ); // Only females can wear this. else m.SendMessage( "You may not wear this." ); m.AddToBackpack( armor ); } else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster ) { if ( armor.AllowMaleWearer ) m.SendLocalizedMessage( 1063343 ); // Only males can wear this. else m.SendMessage( "You may not wear this." ); m.AddToBackpack( armor ); } } } } public int GetLowerStatReq() { if ( !Core.AOS ) return 0; int v = m_AosArmorAttributes.LowerStatReq; CraftResourceInfo info = CraftResources.GetInfo( m_Resource ); if ( info != null ) { CraftAttributeInfo attrInfo = info.AttributeInfo; if ( attrInfo != null ) v += attrInfo.ArmorLowerRequirements; } if ( v > 100 ) v = 100; return v; } public override void OnAdded(IEntity parent) { if ( parent is Mobile ) { Mobile from = (Mobile)parent; if ( Core.AOS ) m_AosSkillBonuses.AddTo( from ); from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed } } public virtual double ScaleArmorByDurability( double armor ) { int scale = 100; if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints ) scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints); return ( armor * scale ) / 100; } protected void Invalidate() { if ( Parent is Mobile ) ((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed } public BaseArmor( Serial serial ) : base( serial ) { } private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf ) { if ( setIf ) flags |= toSet; } private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet ) { return ( (flags & toGet) != 0 ); } [Flags] private enum SaveFlag { None = 0x00000000, Attributes = 0x00000001, ArmorAttributes = 0x00000002, PhysicalBonus = 0x00000004, FireBonus = 0x00000008, ColdBonus = 0x00000010, PoisonBonus = 0x00000020, EnergyBonus = 0x00000040, Identified = 0x00000080, MaxHitPoints = 0x00000100, HitPoints = 0x00000200, Crafter = 0x00000400, Quality = 0x00000800, Durability = 0x00001000, Protection = 0x00002000, Resource = 0x00004000, BaseArmor = 0x00008000, StrBonus = 0x00010000, DexBonus = 0x00020000, IntBonus = 0x00040000, StrReq = 0x00080000, DexReq = 0x00100000, IntReq = 0x00200000, MedAllowance = 0x00400000, SkillBonuses = 0x00800000, PlayerConstructed = 0x01000000 } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 7 ); // version SaveFlag flags = SaveFlag.None; SetSaveFlag( ref flags, SaveFlag.Attributes, !m_AosAttributes.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.ArmorAttributes, !m_AosArmorAttributes.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.PhysicalBonus, m_PhysicalBonus != 0 ); SetSaveFlag( ref flags, SaveFlag.FireBonus, m_FireBonus != 0 ); SetSaveFlag( ref flags, SaveFlag.ColdBonus, m_ColdBonus != 0 ); SetSaveFlag( ref flags, SaveFlag.PoisonBonus, m_PoisonBonus != 0 ); SetSaveFlag( ref flags, SaveFlag.EnergyBonus, m_EnergyBonus != 0 ); SetSaveFlag( ref flags, SaveFlag.Identified, m_Identified != false ); SetSaveFlag( ref flags, SaveFlag.MaxHitPoints, m_MaxHitPoints != 0 ); SetSaveFlag( ref flags, SaveFlag.HitPoints, m_HitPoints != 0 ); SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null ); SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != ArmorQuality.Regular ); SetSaveFlag( ref flags, SaveFlag.Durability, m_Durability != ArmorDurabilityLevel.Regular ); SetSaveFlag( ref flags, SaveFlag.Protection, m_Protection != ArmorProtectionLevel.Regular ); SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource ); SetSaveFlag( ref flags, SaveFlag.BaseArmor, m_ArmorBase != -1 ); SetSaveFlag( ref flags, SaveFlag.StrBonus, m_StrBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.DexBonus, m_DexBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.IntBonus, m_IntBonus != -1 ); SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 ); SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 ); SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 ); SetSaveFlag( ref flags, SaveFlag.MedAllowance, m_Meditate != (AMA)(-1) ); SetSaveFlag( ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false ); writer.WriteEncodedInt( (int) flags ); if ( GetSaveFlag( flags, SaveFlag.Attributes ) ) m_AosAttributes.Serialize( writer ); if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) ) m_AosArmorAttributes.Serialize( writer ); if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) ) writer.WriteEncodedInt( (int) m_PhysicalBonus ); if ( GetSaveFlag( flags, SaveFlag.FireBonus ) ) writer.WriteEncodedInt( (int) m_FireBonus ); if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) ) writer.WriteEncodedInt( (int) m_ColdBonus ); if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) ) writer.WriteEncodedInt( (int) m_PoisonBonus ); if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) ) writer.WriteEncodedInt( (int) m_EnergyBonus ); if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) ) writer.WriteEncodedInt( (int) m_MaxHitPoints ); if ( GetSaveFlag( flags, SaveFlag.HitPoints ) ) writer.WriteEncodedInt( (int) m_HitPoints ); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) writer.Write( (Mobile) m_Crafter ); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) writer.WriteEncodedInt( (int) m_Quality ); if ( GetSaveFlag( flags, SaveFlag.Durability ) ) writer.WriteEncodedInt( (int) m_Durability ); if ( GetSaveFlag( flags, SaveFlag.Protection ) ) writer.WriteEncodedInt( (int) m_Protection ); if ( GetSaveFlag( flags, SaveFlag.Resource ) ) writer.WriteEncodedInt( (int) m_Resource ); if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) ) writer.WriteEncodedInt( (int) m_ArmorBase ); if ( GetSaveFlag( flags, SaveFlag.StrBonus ) ) writer.WriteEncodedInt( (int) m_StrBonus ); if ( GetSaveFlag( flags, SaveFlag.DexBonus ) ) writer.WriteEncodedInt( (int) m_DexBonus ); if ( GetSaveFlag( flags, SaveFlag.IntBonus ) ) writer.WriteEncodedInt( (int) m_IntBonus ); if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) writer.WriteEncodedInt( (int) m_StrReq ); if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) writer.WriteEncodedInt( (int) m_DexReq ); if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) writer.WriteEncodedInt( (int) m_IntReq ); if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) ) writer.WriteEncodedInt( (int) m_Meditate ); if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) ) m_AosSkillBonuses.Serialize( writer ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 7: case 6: case 5: { SaveFlag flags = (SaveFlag)reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.Attributes ) ) m_AosAttributes = new AosAttributes( this, reader ); else m_AosAttributes = new AosAttributes( this ); if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) ) m_AosArmorAttributes = new AosArmorAttributes( this, reader ); else m_AosArmorAttributes = new AosArmorAttributes( this ); if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) ) m_PhysicalBonus = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.FireBonus ) ) m_FireBonus = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) ) m_ColdBonus = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) ) m_PoisonBonus = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) ) m_EnergyBonus = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.Identified ) ) m_Identified = ( version >= 7 || reader.ReadBool() ); if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) ) m_MaxHitPoints = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.HitPoints ) ) m_HitPoints = reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) m_Crafter = reader.ReadMobile(); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) m_Quality = (ArmorQuality)reader.ReadEncodedInt(); else m_Quality = ArmorQuality.Regular; if ( version == 5 && m_Quality == ArmorQuality.Low ) m_Quality = ArmorQuality.Regular; if ( GetSaveFlag( flags, SaveFlag.Durability ) ) { m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt(); if ( m_Durability > ArmorDurabilityLevel.Indestructible ) m_Durability = ArmorDurabilityLevel.Durable; } if ( GetSaveFlag( flags, SaveFlag.Protection ) ) { m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt(); if ( m_Protection > ArmorProtectionLevel.Invulnerability ) m_Protection = ArmorProtectionLevel.Defense; } if ( GetSaveFlag( flags, SaveFlag.Resource ) ) m_Resource = (CraftResource)reader.ReadEncodedInt(); else m_Resource = DefaultResource; if ( m_Resource == CraftResource.None ) m_Resource = DefaultResource; if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) ) m_ArmorBase = reader.ReadEncodedInt(); else m_ArmorBase = -1; if ( GetSaveFlag( flags, SaveFlag.StrBonus ) ) m_StrBonus = reader.ReadEncodedInt(); else m_StrBonus = -1; if ( GetSaveFlag( flags, SaveFlag.DexBonus ) ) m_DexBonus = reader.ReadEncodedInt(); else m_DexBonus = -1; if ( GetSaveFlag( flags, SaveFlag.IntBonus ) ) m_IntBonus = reader.ReadEncodedInt(); else m_IntBonus = -1; if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) m_StrReq = reader.ReadEncodedInt(); else m_StrReq = -1; if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) m_DexReq = reader.ReadEncodedInt(); else m_DexReq = -1; if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) m_IntReq = reader.ReadEncodedInt(); else m_IntReq = -1; if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) ) m_Meditate = (AMA)reader.ReadEncodedInt(); else m_Meditate = (AMA)(-1); if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) ) m_AosSkillBonuses = new AosSkillBonuses( this, reader ); if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) ) m_PlayerConstructed = true; break; } case 4: { m_AosAttributes = new AosAttributes( this, reader ); m_AosArmorAttributes = new AosArmorAttributes( this, reader ); goto case 3; } case 3: { m_PhysicalBonus = reader.ReadInt(); m_FireBonus = reader.ReadInt(); m_ColdBonus = reader.ReadInt(); m_PoisonBonus = reader.ReadInt(); m_EnergyBonus = reader.ReadInt(); goto case 2; } case 2: case 1: { m_Identified = reader.ReadBool(); goto case 0; } case 0: { m_ArmorBase = reader.ReadInt(); m_MaxHitPoints = reader.ReadInt(); m_HitPoints = reader.ReadInt(); m_Crafter = reader.ReadMobile(); m_Quality = (ArmorQuality)reader.ReadInt(); m_Durability = (ArmorDurabilityLevel)reader.ReadInt(); m_Protection = (ArmorProtectionLevel)reader.ReadInt(); AMT mat = (AMT)reader.ReadInt(); if ( m_ArmorBase == RevertArmorBase ) m_ArmorBase = -1; /*m_BodyPos = (ArmorBodyType)*/reader.ReadInt(); if ( version < 4 ) { m_AosAttributes = new AosAttributes( this ); m_AosArmorAttributes = new AosArmorAttributes( this ); } if ( version < 3 && m_Quality == ArmorQuality.Exceptional ) DistributeBonuses( 6 ); if ( version >= 2 ) { m_Resource = (CraftResource)reader.ReadInt(); } else { OreInfo info; switch ( reader.ReadInt() ) { default: case 0: info = OreInfo.Iron; break; case 1: info = OreInfo.DullCopper; break; case 2: info = OreInfo.ShadowIron; break; case 3: info = OreInfo.Copper; break; case 4: info = OreInfo.Bronze; break; case 5: info = OreInfo.Gold; break; case 6: info = OreInfo.Agapite; break; case 7: info = OreInfo.Verite; break; case 8: info = OreInfo.Valorite; break; } m_Resource = CraftResources.GetFromOreInfo( info, mat ); } m_StrBonus = reader.ReadInt(); m_DexBonus = reader.ReadInt(); m_IntBonus = reader.ReadInt(); m_StrReq = reader.ReadInt(); m_DexReq = reader.ReadInt(); m_IntReq = reader.ReadInt(); if ( m_StrBonus == OldStrBonus ) m_StrBonus = -1; if ( m_DexBonus == OldDexBonus ) m_DexBonus = -1; if ( m_IntBonus == OldIntBonus ) m_IntBonus = -1; if ( m_StrReq == OldStrReq ) m_StrReq = -1; if ( m_DexReq == OldDexReq ) m_DexReq = -1; if ( m_IntReq == OldIntReq ) m_IntReq = -1; m_Meditate = (AMA)reader.ReadInt(); if ( m_Meditate == OldMedAllowance ) m_Meditate = (AMA)(-1); if ( m_Resource == CraftResource.None ) { if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather ) m_Resource = CraftResource.RegularLeather; else if ( mat == ArmorMaterialType.Spined ) m_Resource = CraftResource.SpinedLeather; else if ( mat == ArmorMaterialType.Horned ) m_Resource = CraftResource.HornedLeather; else if ( mat == ArmorMaterialType.Barbed ) m_Resource = CraftResource.BarbedLeather; else m_Resource = CraftResource.Iron; } if ( m_MaxHitPoints == 0 && m_HitPoints == 0 ) m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits ); break; } } if ( m_AosSkillBonuses == null ) m_AosSkillBonuses = new AosSkillBonuses( this ); if ( Core.AOS && Parent is Mobile ) m_AosSkillBonuses.AddTo( (Mobile)Parent ); int strBonus = ComputeStatBonus( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ); if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) ) { Mobile m = (Mobile)Parent; string modName = Serial.ToString(); if ( strBonus != 0 ) m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) ); if ( dexBonus != 0 ) m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) ); if ( intBonus != 0 ) m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) ); } if ( Parent is Mobile ) ((Mobile)Parent).CheckStatTimers(); if ( version < 7 ) m_PlayerConstructed = true; // we don't know, so, assume it's crafted } public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } } public BaseArmor( int itemID ) : base( itemID ) { m_Quality = ArmorQuality.Regular; m_Durability = ArmorDurabilityLevel.Regular; m_Crafter = null; m_Resource = DefaultResource; Hue = CraftResources.GetHue( m_Resource ); m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits ); this.Layer = (Layer)ItemData.Quality; m_AosAttributes = new AosAttributes( this ); m_AosArmorAttributes = new AosArmorAttributes( this ); m_AosSkillBonuses = new AosSkillBonuses( this ); } public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted ) { if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) ) return false; return base.AllowSecureTrade( from, to, newOwner, accepted ); } public virtual Race RequiredRace { get { return null; } } public override bool CanEquip( Mobile from ) { if( !Ethics.Ethic.CheckEquip( from, this ) ) return false; if( from.AccessLevel < AccessLevel.GameMaster ) { if( RequiredRace != null && from.Race != RequiredRace ) { if( RequiredRace == Race.Elf ) from.SendLocalizedMessage( 1072203 ); // Only Elves may use this. else from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName ); return false; } else if( !AllowMaleWearer && !from.Female ) { if( AllowFemaleWearer ) from.SendLocalizedMessage( 1010388 ); // Only females can wear this. else from.SendMessage( "You may not wear this." ); return false; } else if( !AllowFemaleWearer && from.Female ) { if( AllowMaleWearer ) from.SendLocalizedMessage( 1063343 ); // Only males can wear this. else from.SendMessage( "You may not wear this." ); return false; } else { int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int ); if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 ) { from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item. return false; } else if( from.Str < strReq || (from.Str + strBonus) < 1 ) { from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that. return false; } else if( from.Int < intReq || (from.Int + intBonus) < 1 ) { from.SendMessage( "You are not smart enough to equip that." ); return false; } } } return base.CanEquip( from ); } public override bool CheckPropertyConfliction( Mobile m ) { if ( base.CheckPropertyConfliction( m ) ) return true; if ( Layer == Layer.Pants ) return ( m.FindItemOnLayer( Layer.InnerLegs ) != null ); if ( Layer == Layer.Shirt ) return ( m.FindItemOnLayer( Layer.InnerTorso ) != null ); return false; } public override bool OnEquip( Mobile from ) { from.CheckStatTimers(); int strBonus = ComputeStatBonus( StatType.Str ); int dexBonus = ComputeStatBonus( StatType.Dex ); int intBonus = ComputeStatBonus( StatType.Int ); if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 ) { string modName = this.Serial.ToString(); if ( strBonus != 0 ) from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) ); if ( dexBonus != 0 ) from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) ); if ( intBonus != 0 ) from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) ); } return base.OnEquip( from ); } public override void OnRemoved(IEntity parent) { if ( parent is Mobile ) { Mobile m = (Mobile)parent; string modName = this.Serial.ToString(); m.RemoveStatMod( modName + "Str" ); m.RemoveStatMod( modName + "Dex" ); m.RemoveStatMod( modName + "Int" ); if ( Core.AOS ) m_AosSkillBonuses.Remove(); ((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed m.CheckStatTimers(); } base.OnRemoved( parent ); } public virtual int OnHit( BaseWeapon weapon, int damageTaken ) { double HalfAr = ArmorRating / 2.0; int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble()); damageTaken -= Absorbed; if ( damageTaken < 0 ) damageTaken = 0; if ( Absorbed < 2 ) Absorbed = 2; if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability { if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) ) { HitPoints += 2; } else { int wear; if ( weapon.Type == WeaponType.Bashing ) wear = Absorbed / 2; else wear = Utility.Random( 2 ); if ( wear > 0 && m_MaxHitPoints > 0 ) { if ( m_HitPoints >= wear ) { HitPoints -= wear; wear = 0; } else { wear -= HitPoints; HitPoints = 0; } if ( wear > 0 ) { if ( m_MaxHitPoints > wear ) { MaxHitPoints -= wear; if ( Parent is Mobile ) ((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged. } else { Delete(); } } } } } return damageTaken; } private string GetNameString() { string name = this.Name; if ( name == null ) name = String.Format( "#{0}", LabelNumber ); return name; } [Hue, CommandProperty( AccessLevel.GameMaster )] public override int Hue { get{ return base.Hue; } set{ base.Hue = value; InvalidateProperties(); } } public override void AddNameProperty( ObjectPropertyList list ) { int oreType; switch ( m_Resource ) { case CraftResource.DullCopper: oreType = 1053108; break; // dull copper case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron case CraftResource.Copper: oreType = 1053106; break; // copper case CraftResource.Bronze: oreType = 1053105; break; // bronze case CraftResource.Gold: oreType = 1053104; break; // golden case CraftResource.Agapite: oreType = 1053103; break; // agapite case CraftResource.Verite: oreType = 1053102; break; // verite case CraftResource.Valorite: oreType = 1053101; break; // valorite case CraftResource.SpinedLeather: oreType = 1061118; break; // spined case CraftResource.HornedLeather: oreType = 1061117; break; // horned case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed case CraftResource.RedScales: oreType = 1060814; break; // red case CraftResource.YellowScales: oreType = 1060818; break; // yellow case CraftResource.BlackScales: oreType = 1060820; break; // black case CraftResource.GreenScales: oreType = 1060819; break; // green case CraftResource.WhiteScales: oreType = 1060821; break; // white case CraftResource.BlueScales: oreType = 1060815; break; // blue default: oreType = 0; break; } if ( m_Quality == ArmorQuality.Exceptional ) { if ( oreType != 0 ) list.Add( 1053100, "#{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~ else list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~ } else { if ( oreType != 0 ) list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~ else if ( Name == null ) list.Add( LabelNumber ); else list.Add( Name ); } } public override bool AllowEquipedCast( Mobile from ) { if ( base.AllowEquipedCast( from ) ) return true; return ( m_AosAttributes.SpellChanneling != 0 ); } public virtual int GetLuckBonus() { CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource ); if ( resInfo == null ) return 0; CraftAttributeInfo attrInfo = resInfo.AttributeInfo; if ( attrInfo == null ) return 0; return attrInfo.ArmorLuck; } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_Crafter != null ) list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~ #region Factions if ( m_FactionState != null ) list.Add( 1041350 ); // faction item #endregion if( RequiredRace == Race.Elf ) list.Add( 1075086 ); // Elves Only m_AosSkillBonuses.GetProperties( list ); int prop; if ( (prop = ArtifactRarity) > 0 ) list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~ if ( (prop = m_AosAttributes.WeaponDamage) != 0 ) list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~% if ( (prop = m_AosAttributes.DefendChance) != 0 ) list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~% if ( (prop = m_AosAttributes.BonusDex) != 0 ) list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~ if ( (prop = m_AosAttributes.EnhancePotions) != 0 ) list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~% if ( (prop = m_AosAttributes.CastRecovery) != 0 ) list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~ if ( (prop = m_AosAttributes.CastSpeed) != 0 ) list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~ if ( (prop = m_AosAttributes.AttackChance) != 0 ) list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~% if ( (prop = m_AosAttributes.BonusHits) != 0 ) list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~ if ( (prop = m_AosAttributes.BonusInt) != 0 ) list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~ if ( (prop = m_AosAttributes.LowerManaCost) != 0 ) list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~% if ( (prop = m_AosAttributes.LowerRegCost) != 0 ) list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~% if ( (prop = GetLowerStatReq()) != 0 ) list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~% if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 ) list.Add( 1060436, prop.ToString() ); // luck ~1_val~ if ( (prop = m_AosArmorAttributes.MageArmor) != 0 ) list.Add( 1060437 ); // mage armor if ( (prop = m_AosAttributes.BonusMana) != 0 ) list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~ if ( (prop = m_AosAttributes.RegenMana) != 0 ) list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~ if ( (prop = m_AosAttributes.NightSight) != 0 ) list.Add( 1060441 ); // night sight if ( (prop = m_AosAttributes.ReflectPhysical) != 0 ) list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~% if ( (prop = m_AosAttributes.RegenStam) != 0 ) list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~ if ( (prop = m_AosAttributes.RegenHits) != 0 ) list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~ if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 ) list.Add( 1060450, prop.ToString() ); // self repair ~1_val~ if ( (prop = m_AosAttributes.SpellChanneling) != 0 ) list.Add( 1060482 ); // spell channeling if ( (prop = m_AosAttributes.SpellDamage) != 0 ) list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~% if ( (prop = m_AosAttributes.BonusStam) != 0 ) list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~ if ( (prop = m_AosAttributes.BonusStr) != 0 ) list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~ if ( (prop = m_AosAttributes.WeaponSpeed) != 0 ) list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~% if ( Core.ML && (prop = m_AosAttributes.IncreasedKarmaLoss) != 0 ) list.Add( 1075210, prop.ToString() ); // Increased Karma Loss ~1val~% base.AddResistanceProperties( list ); if ( (prop = GetDurabilityBonus()) > 0 ) list.Add( 1060410, prop.ToString() ); // durability ~1_val~% if ( (prop = ComputeStatReq( StatType.Str )) > 0 ) list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~ if ( m_HitPoints >= 0 && m_MaxHitPoints > 0 ) list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~ } public override void OnSingleClick( Mobile from ) { List attrs = new List(); if ( DisplayLootType ) { if ( LootType == LootType.Blessed ) attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed else if ( LootType == LootType.Cursed ) attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed } #region Factions if ( m_FactionState != null ) attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item #endregion if ( m_Quality == ArmorQuality.Exceptional ) attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) ); if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster) { if ( m_Durability != ArmorDurabilityLevel.Regular ) attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) ); if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability ) attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) ); } else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) ) attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified int number; if ( Name == null ) { number = LabelNumber; } else { this.LabelTo( from, Name ); number = 1041000; } if ( attrs.Count == 0 && Crafter == null && Name != null ) return; EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() ); from.Send( new DisplayEquipmentInfo( this, eqInfo ) ); } #region ICraftable Members public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue ) { Quality = (ArmorQuality)quality; if ( makersMark ) Crafter = from; Type resourceType = typeRes; if ( resourceType == null ) resourceType = craftItem.Resources.GetAt( 0 ).ItemType; Resource = CraftResources.GetFromType( resourceType ); PlayerConstructed = true; CraftContext context = craftSystem.GetContext( from ); if ( context != null && context.DoNotColor ) Hue = 0; if( Quality == ArmorQuality.Exceptional ) { if ( !( Core.ML && this is BaseShield )) // Guessed Core.ML removed exceptional resist bonuses from crafted shields DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14. if( Core.ML && !(this is BaseShield) ) { int bonus = (int)(from.Skills.ArmsLore.Value / 20); for( int i = 0; i < bonus; i++ ) { switch( Utility.Random( 5 ) ) { case 0: m_PhysicalBonus++; break; case 1: m_FireBonus++; break; case 2: m_ColdBonus++; break; case 3: m_EnergyBonus++; break; case 4: m_PoisonBonus++; break; } } from.CheckSkill( SkillName.ArmsLore, 0, 100 ); } } if ( Core.AOS && tool is BaseRunicTool ) ((BaseRunicTool)tool).ApplyAttributesTo( this ); return quality; } #endregion } }