RunUO/Scripts/Items/Special/Special Scrolls/PowerScroll.cs

256 lines
No EOL
7.1 KiB
C#

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