RunUO/Scripts/Items/Weapons/Staves/ShepherdsCrook.cs

174 lines
4.7 KiB
C#

using System;
using Server.Network;
using Server.Items;
using Server.Targeting;
using Server.Mobiles;
using Server.Engines.CannedEvil;
namespace Server.Items
{
[FlipableAttribute( 0xE81, 0xE82 )]
public class ShepherdsCrook : BaseStaff
{
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Disarm; } }
public override int AosStrengthReq{ get{ return 20; } }
public override int AosMinDamage{ get{ return 13; } }
public override int AosMaxDamage{ get{ return 15; } }
public override int AosSpeed{ get{ return 40; } }
public override float MlSpeed{ get{ return 2.75f; } }
public override int OldStrengthReq{ get{ return 10; } }
public override int OldMinDamage{ get{ return 3; } }
public override int OldMaxDamage{ get{ return 12; } }
public override int OldSpeed{ get{ return 30; } }
public override int InitMinHits{ get{ return 31; } }
public override int InitMaxHits{ get{ return 50; } }
[Constructable]
public ShepherdsCrook() : base( 0xE81 )
{
Weight = 4.0;
}
public ShepherdsCrook( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( Weight == 2.0 )
Weight = 4.0;
}
public override void OnDoubleClick( Mobile from )
{
from.SendLocalizedMessage( 502464 ); // Target the animal you wish to herd.
from.Target = new HerdingTarget();
}
private class HerdingTarget : Target
{
public HerdingTarget() : base( 10, false, TargetFlags.None )
{
}
protected override void OnTarget( Mobile from, object targ )
{
if ( targ is BaseCreature )
{
BaseCreature bc = (BaseCreature)targ;
if ( IsHerdable( bc ) )
{
if ( bc.Controlled )
{
bc.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502467, from.NetState ); // That animal looks tame already.
}
else
{
from.SendLocalizedMessage( 502475 ); // Click where you wish the animal to go.
from.Target = new InternalTarget( bc );
}
}
else
{
from.SendLocalizedMessage( 502468 ); // That is not a herdable animal.
}
}
else
{
from.SendLocalizedMessage( 502472 ); // You don't seem to be able to persuade that to move.
}
}
private static Type[] m_ChampTamables = new Type[]
{
typeof( StrongMongbat ), typeof( Imp ), typeof( Scorpion ), typeof( GiantSpider ),
typeof( Snake ), typeof( LavaLizard ), typeof( Drake ), typeof( Dragon ),
typeof( Kirin ), typeof( Unicorn ), typeof( GiantRat ), typeof( Slime ),
typeof( DireWolf ), typeof( HellHound ), typeof( DeathwatchBeetle ),
typeof( LesserHiryu ), typeof( Hiryu )
};
private bool IsHerdable( BaseCreature bc )
{
if ( bc.IsParagon )
return false;
if ( bc.Tamable )
return true;
Map map = bc.Map;
ChampionSpawnRegion region = Region.Find( bc.Home, map ) as ChampionSpawnRegion;
if ( region != null )
{
ChampionSpawn spawn = region.ChampionSpawn;
if ( spawn != null && spawn.IsChampionSpawn( bc ) )
{
Type t = bc.GetType();
foreach ( Type type in m_ChampTamables )
if ( type == t )
return true;
}
}
return false;
}
private class InternalTarget : Target
{
private BaseCreature m_Creature;
public InternalTarget( BaseCreature c ) : base( 10, true, TargetFlags.None )
{
m_Creature = c;
}
protected override void OnTarget( Mobile from, object targ )
{
if ( targ is IPoint2D )
{
double min = m_Creature.MinTameSkill - 30;
double max = m_Creature.MinTameSkill + 30 + Utility.Random( 10 );
if ( max <= from.Skills[ SkillName.Herding ].Value )
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502471, from.NetState ); // That wasn't even challenging.
if ( from.CheckTargetSkill( SkillName.Herding, m_Creature, min, max ) )
{
IPoint2D p = (IPoint2D) targ;
if ( targ != from )
p = new Point2D( p.X, p.Y );
m_Creature.TargetLocation = p;
from.SendLocalizedMessage( 502479 ); // The animal walks where it was instructed to.
}
else
{
from.SendLocalizedMessage( 502472 ); // You don't seem to be able to persuade that to move.
}
}
}
}
}
}
}