I'm trying to hue scrolls of transcendence based on their skill, each skill a different hue.
I'm not very good at C# however.
I know the change needs to go in ScrollofTranscendence.cs
I've try'd the following, which I thought was close:
Which of course didn't work:
Any help would be appreciated!
Here is the whole ScrollofTranscendence.cs if that helps:
I'm not very good at C# however.
I know the change needs to go in ScrollofTranscendence.cs
Code:
[Constructable]
public ScrollofTranscendence( SkillName skill, double value ) : base( skill, value )
{
Name = "Transcendence Crystal";
ItemID = 7961;
{Code Here}
}
I've try'd the following, which I thought was close:
Code:
[Constructable]
public ScrollofTranscendence( SkillName skill, double value ) : base( skill, value )
{
Name = "Transcendence Crystal";
ItemID = 7961;
if ( this.Skill = "Magery" )
Hue = 1157;
}
Which of course didn't work:
RunUO - [https://github.com/runuo/] Version 2.5.0.24991
Core: Running on .NET Framework Version 4.0.30319
Core: Optimizing for 4 64-bit processors
Core: Server garbage collection mode enabled
RandomImpl: CSPRandom (Software)
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Items/Special/Special Scrolls/ScrollofTranscendence.cs:
CS0029: Line 37: Cannot implicitly convert type 'string' to 'Server.SkillNam
e'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
Any help would be appreciated!
Here is the whole ScrollofTranscendence.cs if that helps:
Code:
using System;
using Server;
using Server.Gumps;
using Server.Network;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Items
{
public class ScrollofTranscendence : SpecialScroll
{
public override int LabelNumber { get { return 1094934; } } // Scroll of Transcendence
public override int Message { get { return 1094933; } } /*Using a Scroll of Transcendence for a given skill will permanently increase your current
*level in that skill by the amount of points displayed on the scroll.
*As you may not gain skills beyond your maximum skill cap, any excess points will be lost.*/
public override string DefaultTitle { get { return String.Format( "<basefont color=#FFFFFF>Scroll of Transcendence ({0} Skill):</basefont>", Value ); } }
public static ScrollofTranscendence CreateRandom( int min, int max )
{
SkillName skill = (SkillName)Utility.Random( SkillInfo.Table.Length );
//return new ScrollofTranscendence(skill, Utility.RandomMinMax(min, max) * 0.1);
return new ScrollofTranscendence(skill, Utility.RandomMinMax(min, max));
}
public ScrollofTranscendence() : this( SkillName.Alchemy, 0.0 )
{
}
[Constructable]
public ScrollofTranscendence( SkillName skill, double value ) : base( skill, value )
{
Name = "Transcendence Crystal";
ItemID = 7961;
}
public ScrollofTranscendence(Serial serial) : base(serial)
{
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties(list);
if ( Value == 1 )
list.Add(1076759, "{0}\t{1}.0 Skill Points", GetName(), Value);
else
list.Add(1076759, "{0}\t{1} Skill Points", GetName(), Value);
}
public override bool CanUse( Mobile from )
{
if ( !base.CanUse( from ) )
return false;
PlayerMobile pm = from as PlayerMobile;
if ( pm == null )
return false;
#region Mondain's Legacy
/* to add when skillgain quests will be implemented
for (int i = pm.Quests.Count - 1; i >= 0; i--)
{
BaseQuest quest = pm.Quests[i];
for (int j = quest.Objectives.Count - 1; j >= 0; j--)
{
BaseObjective objective = quest.Objectives[j];
if (objective is ApprenticeObjective)
{
from.SendMessage("You are already under the effect of an enhanced skillgain quest.");
return false;
}
}
}
*/
#endregion
#region Scroll of Alacrity
if (pm.AcceleratedStart > DateTime.UtcNow)
{
from.SendLocalizedMessage(1077951); // You are already under the effect of an accelerated skillgain scroll.
return false;
}
#endregion
return true;
}
public override void Use( Mobile from )
{
if ( !CanUse( from ) )
return;
double tskill = from.Skills[Skill].Base; // value of skill without item bonuses etc
double tcap = from.Skills[Skill].Cap; // maximum value permitted
bool canGain = false;
double newValue = Value;
if ( ( tskill + newValue ) > tcap )
newValue = tcap - tskill;
if ( tskill < tcap && from.Skills[Skill].Lock == SkillLock.Up )
{
if ( ( from.SkillsTotal + newValue * 10 ) > from.SkillsCap )
{
int ns = from.Skills.Length; // number of items in from.Skills[]
for ( int i = 0; i < ns; i++ )
{
// skill must point down and its value must be enough
if ( from.Skills[i].Lock == SkillLock.Down && from.Skills[i].Base >= newValue )
{
from.Skills[i].Base -= newValue;
canGain = true;
break;
}
}
}
else
canGain = true;
}
if ( !canGain )
{
from.SendLocalizedMessage( 1094935 ); /*You cannot increase this skill at this time. The skill may be locked or set to lower in your skill menu.
*If you are at your total skill cap, you must use a Powerscroll to increase your current skill cap.*/
return;
}
from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
from.Skills[Skill].Base += newValue;
Effects.PlaySound( from.Location, from.Map, 0x1F7 );
Effects.SendTargetParticles( from, 0x373A, 35, 45, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );
Effects.SendTargetParticles( from, 0x376A, 35, 45, 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
Insured = false;
if (Hue == 0x7E)
Hue = 0x490;
}
}
}