Teh Gamer said:Ya, I don't know how to edit the player.cs script, it's too hard.
Then you need to read some basic tutorials. This is for support for his script not for someone that is too lazy to attempt to make it work.
Teh Gamer said:Ya, I don't know how to edit the player.cs script, it's too hard.
It's not really that hard to do. For the longest time I was so scared to edit the playermobile, but if the instructions are good just follow the instructions to the letter and you should be just fine. Of course, you should always make a backup of any file that you are going to be making changes to. Good luckTeh Gamer said:Ya, I don't know how to edit the player.cs script, it's too hard.
AnubisM said:Hey thanks but i already knew about the [pvpstats command i mean how to i get it to show the the #of kills and deaths next to the player rankings liken right under there name so u can see it on any person!! thansk!!
AnubisM said:Hey i would really like to know what iam doing wrong is there any way to show this???
Rob24 said:ummm I dont know this one I cant fined it
#-----[ FIND ]----------------------------------
#
//NOTE: LASTCASE will be the last case from your Deserialize
writer.Write( (int) LASTCASE ); // version
#
#-----[ CHANGE TO ]----------------------------
#
//NOTE: NEXTCASE will be the case number you just added in your Deserialze
writer.Write( (int) NEXTCASE ); // version
#
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial : 0x00000C3E
Delete this object? <y/n>
im not reqally a scripter im just here for scripts so if you can seriously say it so i can understand that would be greatRoninGT said:Ok i am guessing its asking you to Delete your PlayerMobiel.cs, You will need to keep the Deserialize + Serialize entries to your playermobile and remove the rest cause if you remove that after already loading your playermobile.cs you will get the prompt to delete your PlayerMobile.cs Make sure you keep the Veriables as well. The rest like (OnBeforeDeath) & (AddNameProperties) edits can be removed safly. And the rest of the scripts in the system
Ronin
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;
using Server.Factions;
using Server.Regions;
using Server.Accounting;
namespace Server.Mobiles
{
[Flags]
public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
{
None = 0x00000000,
Glassblowing = 0x00000001,
Masonry = 0x00000002,
SandMining = 0x00000004,
StoneMining = 0x00000008,
ToggleMiningStone = 0x00000010,
KarmaLocked = 0x00000020,
AutoRenewInsurance = 0x00000040,
UseOwnFilter = 0x00000080,
PublicMyRunUO = 0x00000100,
PagingSquelched = 0x00000200,
Young = 0x00000400
}
public enum NpcGuild
{
None,
MagesGuild,
WarriorsGuild,
ThievesGuild,
RangersGuild,
HealersGuild,
MinersGuild,
MerchantsGuild,
TinkersGuild,
TailorsGuild,
FishermensGuild,
BardsGuild,
BlacksmithsGuild
}
public enum SolenFriendship
{
None,
Red,
Black
}
public class PlayerMobile : Mobile
{
private class CountAndTimeStamp
{
private int m_Count;
private DateTime m_Stamp;
public CountAndTimeStamp()
{
}
public DateTime TimeStamp { get{ return m_Stamp; } }
public int Count
{
get { return m_Count; }
set { m_Count = value; m_Stamp = DateTime.Now; }
}
}
private DesignContext m_DesignContext;
private NpcGuild m_NpcGuild;
private DateTime m_NpcGuildJoinTime;
private TimeSpan m_NpcGuildGameTime;
private PlayerFlag m_Flags;
private int m_StepsTaken;
private int m_Profession;
[CommandProperty( AccessLevel.GameMaster )]
public int Profession
{
get{ return m_Profession; }
set{ m_Profession = value; }
}
public int StepsTaken
{
get{ return m_StepsTaken; }
set{ m_StepsTaken = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public NpcGuild NpcGuild
{
get{ return m_NpcGuild; }
set{ m_NpcGuild = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime NpcGuildJoinTime
{
get{ return m_NpcGuildJoinTime; }
set{ m_NpcGuildJoinTime = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NpcGuildGameTime
{
get{ return m_NpcGuildGameTime; }
set{ m_NpcGuildGameTime = value; }
}
public PlayerFlag Flags
{
get{ return m_Flags; }
set{ m_Flags = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool PagingSquelched
{
get{ return GetFlag( PlayerFlag.PagingSquelched ); }
set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Glassblowing
{
get{ return GetFlag( PlayerFlag.Glassblowing ); }
set{ SetFlag( PlayerFlag.Glassblowing, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Masonry
{
get{ return GetFlag( PlayerFlag.Masonry ); }
set{ SetFlag( PlayerFlag.Masonry, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool SandMining
{
get{ return GetFlag( PlayerFlag.SandMining ); }
set{ SetFlag( PlayerFlag.SandMining, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool StoneMining
{
get{ return GetFlag( PlayerFlag.StoneMining ); }
set{ SetFlag( PlayerFlag.StoneMining, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool ToggleMiningStone
{
get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool KarmaLocked
{
get{ return GetFlag( PlayerFlag.KarmaLocked ); }
set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool AutoRenewInsurance
{
get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool UseOwnFilter
{
get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool PublicMyRunUO
{
get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
}
public static Direction GetDirection4( Point3D from, Point3D to )
{
int dx = from.X - to.X;
int dy = from.Y - to.Y;
int rx = dx - dy;
int ry = dx + dy;
Direction ret;
if ( rx >= 0 && ry >= 0 )
ret = Direction.West;
else if ( rx >= 0 && ry < 0 )
ret = Direction.South;
else if ( rx < 0 && ry < 0 )
ret = Direction.East;
else
ret = Direction.North;
return ret;
}
public override bool OnDroppedItemToWorld( Item item, Point3D location )
{
if ( !base.OnDroppedItemToWorld( item, location ) )
return false;
BounceInfo bi = item.GetBounce();
if ( bi != null )
{
Type type = item.GetType();
if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
{
object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );
if ( objs != null && objs.Length > 0 )
{
FlipableAttribute fp = objs[0] as FlipableAttribute;
if ( fp != null )
{
int[] itemIDs = fp.ItemIDs;
Point3D oldWorldLoc = bi.m_WorldLoc;
Point3D newWorldLoc = location;
if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
{
Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );
if ( itemIDs.Length == 2 )
{
switch ( dir )
{
case Direction.North:
case Direction.South: item.ItemID = itemIDs[0]; break;
case Direction.East:
case Direction.West: item.ItemID = itemIDs[1]; break;
}
}
else if ( itemIDs.Length == 4 )
{
switch ( dir )
{
case Direction.South: item.ItemID = itemIDs[0]; break;
case Direction.East: item.ItemID = itemIDs[1]; break;
case Direction.North: item.ItemID = itemIDs[2]; break;
case Direction.West: item.ItemID = itemIDs[3]; break;
}
}
}
}
}
}
}
return true;
}
public bool GetFlag( PlayerFlag flag )
{
return ( (m_Flags & flag) != 0 );
}
public void SetFlag( PlayerFlag flag, bool value )
{
if ( value )
m_Flags |= flag;
else
m_Flags &= ~flag;
}
public DesignContext DesignContext
{
get{ return m_DesignContext; }
set{ m_DesignContext = value; }
}
public static void Initialize()
{
if ( FastwalkPrevention )
{
PacketHandler ph = PacketHandlers.GetHandler( 0x02 );
ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
}
EventSink.Login += new LoginEventHandler( OnLogin );
EventSink.Logout += new LogoutEventHandler( OnLogout );
EventSink.Connected += new ConnectedEventHandler( EventSink_Connected );
EventSink.Disconnected += new DisconnectedEventHandler( EventSink_Disconnected );
}
public override void OnSkillInvalidated( Skill skill )
{
if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
UpdateResistances();
}
public override int GetMaxResistance( ResistanceType type )
{
int max = base.GetMaxResistance( type );
if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
max = 60;
return max;
}
private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;
public override void OnNetStateChanged()
{
m_LastGlobalLight = -1;
m_LastPersonalLight = -1;
}
public override void ComputeBaseLightLevels( out int global, out int personal )
{
global = LightCycle.ComputeLevelFor( this );
if ( this.LightLevel < 21 && AosAttributes.GetValue( this, AosAttribute.NightSight ) > 0 )
personal = 21;
else
personal = this.LightLevel;
}
public override void CheckLightLevels( bool forceResend )
{
NetState ns = this.NetState;
if ( ns == null )
return;
int global, personal;
ComputeLightLevels( out global, out personal );
if ( !forceResend )
forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );
if ( !forceResend )
return;
m_LastGlobalLight = global;
m_LastPersonalLight = personal;
ns.Send( GlobalLightLevel.Instantiate( global ) );
ns.Send( new PersonalLightLevel( this, personal ) );
}
public override int GetMinResistance( ResistanceType type )
{
int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
int min = int.MinValue;
if ( magicResist >= 1000 )
min = 40 + ((magicResist - 1000) / 50);
else if ( magicResist >= 400 )
min = (magicResist - 400) / 15;
if ( min > MaxPlayerResistance )
min = MaxPlayerResistance;
int baseMin = base.GetMinResistance( type );
if ( min < baseMin )
min = baseMin;
return min;
}
private static void OnLogin( LoginEventArgs e )
{
Mobile from = e.Mobile;
SacrificeVirtue.CheckAtrophy( from );
JusticeVirtue.CheckAtrophy( from );
CompassionVirtue.CheckAtrophy( from );
if ( AccountHandler.LockdownLevel > AccessLevel.Player )
{
string notice;
Accounting.Account acct = from.Account as Accounting.Account;
if ( acct == null || !acct.HasAccess( from.NetState ) )
{
if ( from.AccessLevel == AccessLevel.Player )
notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
else
notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";
Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
}
else if ( from.AccessLevel == AccessLevel.Administrator )
{
notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
}
else
{
notice = "The server is currently under lockdown. You have sufficient access level to connect.";
}
from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
}
}
private bool m_NoDeltaRecursion;
public void ValidateEquipment()
{
if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
return;
if ( this.Items == null )
return;
m_NoDeltaRecursion = true;
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
}
private void ValidateEquipment_Sandbox()
{
try
{
if ( Map == null || Map == Map.Internal )
return;
ArrayList items = this.Items;
if ( items == null )
return;
bool moved = false;
int str = this.Str;
int dex = this.Dex;
int intel = this.Int;
#region Factions
int factionItemCount = 0;
#endregion
Mobile from = this;
for ( int i = items.Count - 1; i >= 0; --i )
{
if ( i >= items.Count )
continue;
Item item = (Item)items[i];
if ( item is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon)item;
bool drop = false;
if ( dex < weapon.DexRequirement )
drop = true;
else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
drop = true;
else if ( intel < weapon.IntRequirement )
drop = true;
if ( drop )
{
string name = weapon.Name;
if ( name == null )
name = String.Format( "#{0}", weapon.LabelNumber );
from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
from.AddToBackpack( weapon );
moved = true;
}
}
else if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
bool drop = false;
if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
{
drop = true;
}
else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
{
drop = true;
}
else
{
int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );
if ( dex < dexReq || (dex + dexBonus) < 1 )
drop = true;
else if ( str < strReq || (str + strBonus) < 1 )
drop = true;
else if ( intel < intReq || (intel + intBonus) < 1 )
drop = true;
}
if ( drop )
{
string name = armor.Name;
if ( name == null )
name = String.Format( "#{0}", armor.LabelNumber );
if ( armor is BaseShield )
from.SendLocalizedMessage( 1062003, name ); // You can no longer equip your ~1_SHIELD~
else
from.SendLocalizedMessage( 1062002, name ); // You can no longer wear your ~1_ARMOR~
from.AddToBackpack( armor );
moved = true;
}
}
FactionItem factionItem = FactionItem.Find( item );
if ( factionItem != null )
{
bool drop = false;
Faction ourFaction = Faction.Find( this );
if ( ourFaction == null || ourFaction != factionItem.Faction )
drop = true;
else if ( ++factionItemCount > FactionItem.GetMaxWearables( this ) )
drop = true;
if ( drop )
{
from.AddToBackpack( item );
moved = true;
}
}
}
if ( moved )
from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
}
catch ( Exception e )
{
Console.WriteLine( e );
}
finally
{
m_NoDeltaRecursion = false;
}
}
public override void Delta( MobileDelta flag )
{
base.Delta( flag );
if ( (flag & MobileDelta.Stat) != 0 )
ValidateEquipment();
if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
InvalidateMyRunUO();
}
private static void Disconnect( object state )
{
NetState ns = ((Mobile)state).NetState;
if ( ns != null )
ns.Dispose();
}
private static void OnLogout( LogoutEventArgs e )
{
}
private static void EventSink_Connected( ConnectedEventArgs e )
{
PlayerMobile pm = e.Mobile as PlayerMobile;
if ( pm != null )
{
pm.m_SessionStart = DateTime.Now;
if ( pm.m_Quest != null )
pm.m_Quest.StartTimer();
pm.BedrollLogout = false;
}
}
private static void EventSink_Disconnected( DisconnectedEventArgs e )
{
Mobile from = e.Mobile;
DesignContext context = DesignContext.Find( from );
if ( context != null )
{
/* Client disconnected
* - Remove design context
* - Eject all from house
* - Restore relocated entities
*/
// Remove design context
DesignContext.Remove( from );
// Eject all from house
from.RevealingAction();
foreach ( Item item in context.Foundation.GetItems() )
item.Location = context.Foundation.BanLocation;
foreach ( Mobile mobile in context.Foundation.GetMobiles() )
mobile.Location = context.Foundation.BanLocation;
// Restore relocated entities
context.Foundation.RestoreRelocatedEntities();
}
PlayerMobile pm = e.Mobile as PlayerMobile;
if ( pm != null )
{
pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
if ( pm.m_Quest != null )
pm.m_Quest.StopTimer();
pm.m_SpeechLog = null;
}
}
public override void RevealingAction()
{
if ( m_DesignContext != null )
return;
Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
base.RevealingAction();
}
public override void OnSubItemAdded( Item item )
{
if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
{
int maxWeight = WeightOverloading.GetMaxWeight( this );
int curWeight = Mobile.BodyWeight + this.TotalWeight;
if ( curWeight > maxWeight )
this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
}
}
public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
{
if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
return false;
if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
{
if ( message )
{
if ( target.Title == null )
SendMessage( "{0} the vendor cannot be harmed.", target.Name );
else
SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
}
return false;
}
return base.CanBeHarmful( target, message, ignoreOurBlessedness );
}
public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
{
if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
return false;
return base.CanBeBeneficial( target, message, allowDead );
}
public override bool CheckContextMenuDisplay( IEntity target )
{
return ( m_DesignContext == null );
}
public override void OnItemAdded( Item item )
{
base.OnItemAdded( item );
if ( item is BaseArmor || item is BaseWeapon )
{
Hits=Hits; Stam=Stam; Mana=Mana;
}
if ( this.NetState != null )
CheckLightLevels( false );
InvalidateMyRunUO();
}
public override void OnItemRemoved( Item item )
{
base.OnItemRemoved( item );
if ( item is BaseArmor || item is BaseWeapon )
{
Hits=Hits; Stam=Stam; Mana=Mana;
}
if ( this.NetState != null )
CheckLightLevels( false );
InvalidateMyRunUO();
}
public override double ArmorRating
{
get
{
BaseArmor ar;
double rating = 0.0;
ar = NeckArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = HandArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = HeadArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = ArmsArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = LegsArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = ChestArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
ar = ShieldArmor as BaseArmor;
if ( ar != null )
rating += ar.ArmorRatingScaled;
return VirtualArmor + VirtualArmorMod + rating;
}
}
public override int HitsMax
{
get
{
int strBase;
int strOffs = GetStatOffset( StatType.Str );
if ( Core.AOS )
{
strBase = this.Str;
strOffs += AosAttributes.GetValue( this, AosAttribute.BonusHits );
}
else
{
strBase = this.RawStr;
}
return (strBase / 2) + 50 + strOffs;
}
}
public override int StamMax
{
get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
}
public override int ManaMax
{
get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
}
public override bool Move( Direction d )
{
NetState ns = this.NetState;
if ( ns != null )
{
GumpCollection gumps = ns.Gumps;
for ( int i = 0; i < gumps.Count; ++i )
{
if ( gumps[i] is ResurrectGump )
{
if ( Alive )
{
CloseGump( typeof( ResurrectGump ) );
}
else
{
SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
return false;
}
}
}
}
TimeSpan speed = ComputeMovementSpeed( d );
if ( !base.Move( d ) )
return false;
m_NextMovementTime += speed;
return true;
}
public override bool CheckMovement( Direction d, out int newZ )
{
DesignContext context = m_DesignContext;
if ( context == null )
return base.CheckMovement( d, out newZ );
HouseFoundation foundation = context.Foundation;
newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
int newX = this.X, newY = this.Y;
Movement.Movement.Offset( d, ref newX, ref newY );
int startX = foundation.X + foundation.Components.Min.X + 1;
int startY = foundation.Y + foundation.Components.Min.Y + 1;
int endX = startX + foundation.Components.Width - 1;
int endY = startY + foundation.Components.Height - 2;
return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
}
public override bool AllowItemUse( Item item )
{
return DesignContext.Check( this );
}
public override bool AllowSkillUse( SkillName skill )
{
return DesignContext.Check( this );
}
private bool m_LastProtectedMessage;
private int m_NextProtectionCheck = 10;
public virtual void RecheckTownProtection()
{
m_NextProtectionCheck = 10;
Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
bool isProtected = ( reg != null && !reg.IsDisabled() );
if ( isProtected != m_LastProtectedMessage )
{
if ( isProtected )
SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
else
SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.
m_LastProtectedMessage = isProtected;
}
}
public override void MoveToWorld( Point3D loc, Map map )
{
base.MoveToWorld( loc, map );
RecheckTownProtection();
}
public override void SetLocation( Point3D loc, bool isTeleport )
{
if ( !isTeleport && AccessLevel == AccessLevel.Player )
{
// moving, not teleporting
int zDrop = ( this.Location.Z - loc.Z );
if ( zDrop > 20 ) // we fell more than one story
Hits -= ((zDrop / 20) * 10) - 5; // deal some damage; does not kill, disrupt, etc
}
base.SetLocation( loc, isTeleport );
if ( isTeleport || --m_NextProtectionCheck == 0 )
RecheckTownProtection();
}
public override void GetContextMenuEntries( Mobile from, ArrayList list )
{
base.GetContextMenuEntries( from, list );
if ( from == this )
{
if ( m_Quest != null )
m_Quest.GetContextMenuEntries( list );
if ( Alive && InsuranceEnabled )
{
list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );
if ( AutoRenewInsurance )
list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
else
list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
}
// TODO: Toggle champ titles
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( house != null )
{
if ( Alive && house.InternalizedVendors.Count > 0 && house.IsOwner( this ) )
list.Add( new CallbackEntry( 6204, new ContextCallback( GetVendor ) ) );
if ( house.IsAosRules )
list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );
}
if ( m_JusticeProtectors.Count > 0 )
list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
}
}
private void CancelProtection()
{
for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
{
Mobile prot = (Mobile)m_JusticeProtectors[i];
string args = String.Format( "{0}\t{1}", this.Name, prot.Name );
prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
}
m_JusticeProtectors.Clear();
}
private void ToggleItemInsurance()
{
if ( !CheckAlive() )
return;
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
private bool CanInsure( Item item )
{
if ( item is Container || item is BagOfSending )
return false;
if ( item is Spellbook || item is Runebook || item is PotionKeg || item is Sigil )
return false;
if ( item.Stackable )
return false;
if ( item.LootType == LootType.Cursed )
return false;
if ( item.ItemID == 0x204E ) // death shroud
return false;
return true;
}
private void ToggleItemInsurance_Callback( Mobile from, object obj )
{
if ( !CheckAlive() )
return;
Item item = obj as Item;
if ( item == null || !item.IsChildOf( this ) )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
}
else if ( item.Insured )
{
item.Insured = false;
SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
else if ( !CanInsure( item ) )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
}
else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
}
else
{
if ( !item.PayedInsurance )
{
if ( Banker.Withdraw( from, 600 ) )
{
SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
item.PayedInsurance = true;
}
else
{
SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
return;
}
}
item.Insured = true;
SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
}
private void AutoRenewInventoryInsurance()
{
if ( !CheckAlive() )
return;
SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
AutoRenewInsurance = true;
}
private void CancelRenewInventoryInsurance()
{
if ( !CheckAlive() )
return;
SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
AutoRenewInsurance = false;
}
// TODO: Champ titles, toggle
private void GetVendor()
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( CheckAlive() && house != null && house.IsOwner( this ) && house.InternalizedVendors.Count > 0 )
{
CloseGump( typeof( ReclaimVendorGump ) );
SendGump( new ReclaimVendorGump( house ) );
}
}
private void LeaveHouse()
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( house != null )
this.Location = house.BanLocation;
}
private delegate void ContextCallback();
private class CallbackEntry : ContextMenuEntry
{
private ContextCallback m_Callback;
public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
{
}
public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
{
m_Callback = callback;
}
public override void OnClick()
{
if ( m_Callback != null )
m_Callback();
}
}
public override void OnDoubleClick( Mobile from )
{
if ( this == from && !Warmode )
{
IMount mount = Mount;
if ( mount != null && !DesignContext.Check( this ) )
return;
}
base.OnDoubleClick( from );
}
public override void DisplayPaperdollTo( Mobile to )
{
if ( DesignContext.Check( this ) )
base.DisplayPaperdollTo( to );
}
private static bool m_NoRecursion;
public override bool CheckEquip( Item item )
{
if ( !base.CheckEquip( item ) )
return false;
#region Factions
FactionItem factionItem = FactionItem.Find( item );
if ( factionItem != null )
{
Faction faction = Faction.Find( this );
if ( faction == null )
{
SendLocalizedMessage( 1010371 ); // You cannot equip a faction item!
return false;
}
else if ( faction != factionItem.Faction )
{
SendLocalizedMessage( 1010372 ); // You cannot equip an opposing faction's item!
return false;
}
else
{
int maxWearables = FactionItem.GetMaxWearables( this );
for ( int i = 0; i < Items.Count; ++i )
{
Item equiped = (Item)Items[i];
if ( item != equiped && FactionItem.Find( equiped ) != null )
{
if ( --maxWearables == 0 )
{
SendLocalizedMessage( 1010373 ); // You do not have enough rank to equip more faction items!
return false;
}
}
}
}
}
#endregion
if ( this.AccessLevel < AccessLevel.GameMaster && item.Layer != Layer.Mount && this.HasTrade )
{
BounceInfo bounce = item.GetBounce();
if ( bounce != null )
{
if ( bounce.m_Parent is Item )
{
Item parent = (Item) bounce.m_Parent;
if ( parent == this.Backpack || parent.IsChildOf( this.Backpack ) )
return true;
}
else if ( bounce.m_Parent == this )
{
return true;
}
}
SendLocalizedMessage( 1004042 ); // You can only equip what you are already carrying while you have a trade pending.
return false;
}
return true;
}
public override bool CheckTrade( Mobile to, Item item, SecureTradeContainer cont, bool message, bool checkItems, int plusItems, int plusWeight )
{
int msgNum = 0;
if ( cont == null )
{
if ( to.Holding != null )
msgNum = 1062727; // You cannot trade with someone who is dragging something.
else if ( this.HasTrade )
msgNum = 1062781; // You are already trading with someone else!
else if ( to.HasTrade )
msgNum = 1062779; // That person is already involved in a trade
}
if ( msgNum == 0 )
{
if ( cont != null )
{
plusItems += cont.TotalItems;
plusWeight += cont.TotalWeight;
}
if ( this.Backpack == null || !this.Backpack.CheckHold( this, item, false, checkItems, plusItems, plusWeight ) )
msgNum = 1004040; // You would not be able to hold this if the trade failed.
else if ( to.Backpack == null || !to.Backpack.CheckHold( to, item, false, checkItems, plusItems, plusWeight ) )
msgNum = 1004039; // The recipient of this trade would not be able to carry this.
else
msgNum = CheckContentForTrade( item );
}
if ( msgNum != 0 )
{
if ( message )
this.SendLocalizedMessage( msgNum );
return false;
}
return true;
}
private static int CheckContentForTrade( Item item )
{
if ( item is TrapableContainer && ((TrapableContainer)item).TrapType != TrapType.None )
return 1004044; // You may not trade trapped items.
if ( SkillHandlers.StolenItem.IsStolen( item ) )
return 1004043; // You may not trade recently stolen items.
if ( item is Container )
{
foreach ( Item subItem in item.Items )
{
int msg = CheckContentForTrade( subItem );
if ( msg != 0 )
return msg;
}
}
return 0;
}
public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
{
if ( !base.CheckNonlocalDrop( from, item, target ) )
return false;
if ( from.AccessLevel >= AccessLevel.GameMaster )
return true;
Container pack = this.Backpack;
if ( from == this && this.HasTrade && ( target == pack || target.IsChildOf( pack ) ) )
{
BounceInfo bounce = item.GetBounce();
if ( bounce != null && bounce.m_Parent is Item )
{
Item parent = (Item) bounce.m_Parent;
if ( parent == pack || parent.IsChildOf( pack ) )
return true;
}
SendLocalizedMessage( 1004041 ); // You can't do that while you have a trade pending.
return false;
}
return true;
}
protected override void OnLocationChange( Point3D oldLocation )
{
CheckLightLevels( false );
DesignContext context = m_DesignContext;
if ( context == null || m_NoRecursion )
return;
m_NoRecursion = true;
HouseFoundation foundation = context.Foundation;
int newX = this.X, newY = this.Y;
int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
int startX = foundation.X + foundation.Components.Min.X + 1;
int startY = foundation.Y + foundation.Components.Min.Y + 1;
int endX = startX + foundation.Components.Width - 1;
int endY = startY + foundation.Components.Height - 2;
if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
{
if ( Z != newZ )
Location = new Point3D( X, Y, newZ );
m_NoRecursion = false;
return;
}
Location = new Point3D( foundation.X, foundation.Y, newZ );
Map = foundation.Map;
m_NoRecursion = false;
}
public override bool OnMoveOver( Mobile m )
{
if ( m is BaseCreature && !((BaseCreature)m).Controled )
return false;
return base.OnMoveOver( m );
}
protected override void OnMapChange( Map oldMap )
{
if ( (Map != Faction.Facet && oldMap == Faction.Facet) || (Map == Faction.Facet && oldMap != Faction.Facet) )
InvalidateProperties();
DesignContext context = m_DesignContext;
if ( context == null || m_NoRecursion )
return;
m_NoRecursion = true;
HouseFoundation foundation = context.Foundation;
if ( Map != foundation.Map )
Map = foundation.Map;
m_NoRecursion = false;
}
public override void OnDamage( int amount, Mobile from, bool willKill )
{
int disruptThreshold;
if ( !Core.AOS )
disruptThreshold = 0;
else if ( from != null && from.Player )
disruptThreshold = 18;
else
disruptThreshold = 25;
if ( amount > disruptThreshold )
{
BandageContext c = BandageContext.GetContext( this );
if ( c != null )
c.Slip();
}
WeightOverloading.FatigueOnDamage( this, amount );
base.OnDamage( amount, from, willKill );
}
public static int ComputeSkillTotal( Mobile m )
{
int total = 0;
for ( int i = 0; i < m.Skills.Length; ++i )
total += m.Skills[i].BaseFixedPoint;
return ( total / 10 );
}
public override void Resurrect()
{
bool wasAlive = this.Alive;
base.Resurrect();
if ( this.Alive && !wasAlive )
{
Item deathRobe = new DeathRobe();
if ( !EquipItem( deathRobe ) )
deathRobe.Delete();
}
}
private Mobile m_InsuranceAward;
private int m_InsuranceCost;
private int m_InsuranceBonus;
public override bool OnBeforeDeath()
{
m_InsuranceCost = 0;
m_InsuranceAward = base.FindMostRecentDamager( false );
if ( m_InsuranceAward is BaseCreature )
{
Mobile master = ((BaseCreature)m_InsuranceAward).GetMaster();
if ( master != null )
m_InsuranceAward = master;
}
if ( m_InsuranceAward != null && (!m_InsuranceAward.Player || m_InsuranceAward == this) )
m_InsuranceAward = null;
if ( m_InsuranceAward is PlayerMobile )
((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
return base.OnBeforeDeath();
}
private bool CheckInsuranceOnDeath( Item item )
{
if ( InsuranceEnabled && item.Insured )
{
if ( AutoRenewInsurance )
{
int cost = ( m_InsuranceAward == null ? 600 : 300 );
if ( Banker.Withdraw( this, cost ) )
{
m_InsuranceCost += cost;
item.PayedInsurance = true;
}
else
{
SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
item.PayedInsurance = false;
item.Insured = false;
}
}
else
{
item.PayedInsurance = false;
item.Insured = false;
}
if ( m_InsuranceAward != null )
{
if ( Banker.Deposit( m_InsuranceAward, 300 ) )
{
if ( m_InsuranceAward is PlayerMobile )
((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
}
}
return true;
}
return false;
}
public override DeathMoveResult GetParentMoveResultFor( Item item )
{
if ( CheckInsuranceOnDeath( item ) )
return DeathMoveResult.MoveToBackpack;
DeathMoveResult res = base.GetParentMoveResultFor( item );
if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
res = DeathMoveResult.MoveToBackpack;
return res;
}
public override DeathMoveResult GetInventoryMoveResultFor( Item item )
{
if ( CheckInsuranceOnDeath( item ) )
return DeathMoveResult.MoveToBackpack;
DeathMoveResult res = base.GetInventoryMoveResultFor( item );
if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
res = DeathMoveResult.MoveToBackpack;
return res;
}
public override void OnDeath( Container c )
{
base.OnDeath( c );
HueMod = -1;
NameMod = null;
SavagePaintExpiration = TimeSpan.Zero;
SetHairMods( -1, -1 );
PolymorphSpell.StopTimer( this );
IncognitoSpell.StopTimer( this );
DisguiseGump.StopTimer( this );
EndAction( typeof( PolymorphSpell ) );
EndAction( typeof( IncognitoSpell ) );
MeerMage.StopEffect( this, false );
SkillHandlers.StolenItem.ReturnOnDeath( this, c );
if ( m_PermaFlags.Count > 0 )
{
m_PermaFlags.Clear();
if ( c is Corpse )
((Corpse)c).Criminal = true;
if ( SkillHandlers.Stealing.ClassicMode )
Criminal = true;
}
if ( this.Kills >= 5 && DateTime.Now >= m_NextJustAward )
{
Mobile m = FindMostRecentDamager( false );
if( m is BaseCreature )
m = ((BaseCreature)m).GetMaster();
if ( m != null && m.Player && m != this )
{
bool gainedPath = false;
int theirTotal = ComputeSkillTotal( m );
int ourTotal = ComputeSkillTotal( this );
int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);
if ( pointsToGain < 1 )
pointsToGain = 1;
else if ( pointsToGain > 4 )
pointsToGain = 4;
if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
{
if ( gainedPath )
m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
else
m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.
m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
m.PlaySound( 0x1F7 );
m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
}
}
}
if ( m_InsuranceCost > 0 )
SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
if ( m_InsuranceAward is PlayerMobile )
{
PlayerMobile pm = (PlayerMobile)m_InsuranceAward;
if ( pm.m_InsuranceBonus > 0 )
pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
}
Mobile killer = this.FindMostRecentDamager( true );
if ( killer is BaseCreature )
{
BaseCreature bc = (BaseCreature)killer;
Mobile master = bc.GetMaster();
if( master != null )
killer = master;
}
if ( this.Young )
{
Point3D dest = GetYoungDeathDestination();
if ( dest != Point3D.Zero )
{
this.Location = dest;
Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( SendYoungDeathNotice ) );
}
}
Faction.HandleDeath( this, killer );
}
private ArrayList m_PermaFlags;
private ArrayList m_VisList;
private Hashtable m_AntiMacroTable;
private TimeSpan m_GameTime;
private TimeSpan m_ShortTermElapse;
private TimeSpan m_LongTermElapse;
private DateTime m_SessionStart;
private DateTime m_LastEscortTime;
private DateTime m_NextSmithBulkOrder;
private DateTime m_NextTailorBulkOrder;
private DateTime m_SavagePaintExpiration;
private SkillName m_Learning = (SkillName)(-1);
public SkillName Learning
{
get{ return m_Learning; }
set{ m_Learning = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan SavagePaintExpiration
{
get
{
TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
m_SavagePaintExpiration = DateTime.Now + value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NextSmithBulkOrder
{
get
{
TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
try{ m_NextSmithBulkOrder = DateTime.Now + value; }
catch{}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NextTailorBulkOrder
{
get
{
TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
try{ m_NextTailorBulkOrder = DateTime.Now + value; }
catch{}
}
}
public DateTime LastEscortTime
{
get{ return m_LastEscortTime; }
set{ m_LastEscortTime = value; }
}
public PlayerMobile()
{
m_VisList = new ArrayList();
m_PermaFlags = new ArrayList();
m_AntiMacroTable = new Hashtable();
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
m_GameTime = TimeSpan.Zero;
m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
m_LongTermElapse = TimeSpan.FromHours( 40.0 );
m_JusticeProtectors = new ArrayList();
InvalidateMyRunUO();
}
public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
{
if ( Alive )
return false;
if ( Core.AOS )
{
for ( int i = 0; i < hears.Count; ++i )
{
object o = hears[i];
if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
return false;
}
}
return base.MutateSpeech( hears, ref text, ref context );
}
public override void Damage( int amount, Mobile from )
{
if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
amount = (int)(amount * 1.25);
Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );
if ( oath == this )
{
amount = (int)(amount * 1.1);
from.Damage( amount, from );
}
base.Damage( amount, from );
}
public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
{
if ( !Alive )
return ApplyPoisonResult.Immune;
if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );
return base.ApplyPoison( from, poison );
}
public override bool CheckPoisonImmunity( Mobile from, Poison poison )
{
if ( this.Young )
return true;
return base.CheckPoisonImmunity( from, poison );
}
public override void OnPoisonImmunity( Mobile from, Poison poison )
{
if ( this.Young )
SendLocalizedMessage( 502808 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
else
base.OnPoisonImmunity( from, poison );
}
public PlayerMobile( Serial s ) : base( s )
{
m_VisList = new ArrayList();
m_AntiMacroTable = new Hashtable();
InvalidateMyRunUO();
}
public ArrayList VisibilityList
{
get{ return m_VisList; }
}
public ArrayList PermaFlags
{
get{ return m_PermaFlags; }
}
public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }
public override bool IsHarmfulCriminal( Mobile target )
{
if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
{
int noto = Notoriety.Compute( this, target );
if ( noto == Notoriety.Innocent )
target.Delta( MobileDelta.Noto );
return false;
}
if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent && !((BaseCreature)target).Controled )
return false;
return base.IsHarmfulCriminal( target );
}
public bool AntiMacroCheck( Skill skill, object obj )
{
if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
return true;
Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
if ( tbl == null )
m_AntiMacroTable[skill] = tbl = new Hashtable();
CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
if ( count != null )
{
if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
{
count.Count = 1;
return true;
}
else
{
++count.Count;
if ( count.Count <= SkillCheck.Allowance )
return true;
else
return false;
}
}
else
{
tbl[obj] = count = new CountAndTimeStamp();
count.Count = 1;
return true;
}
}
private void RevertHair()
{
SetHairMods( -1, -1 );
}
private Engines.BulkOrders.BOBFilter m_BOBFilter;
public Engines.BulkOrders.BOBFilter BOBFilter
{
get{ return m_BOBFilter; }
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 18:
{
m_SolenFriendship = (SolenFriendship) reader.ReadEncodedInt();
goto case 17;
}
case 17: // changed how DoneQuests is serialized
case 16:
{
m_Quest = QuestSerializer.DeserializeQuest( reader );
if ( m_Quest != null )
m_Quest.From = this;
int count = reader.ReadEncodedInt();
if ( count > 0 )
{
m_DoneQuests = new ArrayList();
for ( int i = 0; i < count; ++i )
{
Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
DateTime restartTime;
if ( version < 17 )
restartTime = DateTime.MaxValue;
else
restartTime = reader.ReadDateTime();
m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
}
}
m_Profession = reader.ReadEncodedInt();
goto case 15;
}
case 15:
{
m_LastCompassionLoss = reader.ReadDeltaTime();
goto case 14;
}
case 14:
{
m_CompassionGains = reader.ReadEncodedInt();
if ( m_CompassionGains > 0 )
m_NextCompassionDay = reader.ReadDeltaTime();
goto case 13;
}
case 13: // just removed m_PayedInsurance list
case 12:
{
m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
goto case 11;
}
case 11:
{
if ( version < 13 )
{
ArrayList payed = reader.ReadItemList();
for ( int i = 0; i < payed.Count; ++i )
((Item)payed[i]).PayedInsurance = true;
}
goto case 10;
}
case 10:
{
if ( reader.ReadBool() )
{
m_HairModID = reader.ReadInt();
m_HairModHue = reader.ReadInt();
m_BeardModID = reader.ReadInt();
m_BeardModHue = reader.ReadInt();
// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
}
goto case 9;
}
case 9:
{
SavagePaintExpiration = reader.ReadTimeSpan();
if ( SavagePaintExpiration > TimeSpan.Zero )
{
BodyMod = ( Female ? 184 : 183 );
HueMod = 0;
}
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
// Professions weren't verified on 1.0 RC0
if ( !CharacterCreation.VerifyProfession( m_Profession ) )
m_Profession = 0;
if ( m_PermaFlags == null )
m_PermaFlags = new ArrayList();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new ArrayList();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
ArrayList list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list[i] as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
}
public override void Serialize( GenericWriter writer )
{
//cleanup our anti-macro table
foreach ( Hashtable t in m_AntiMacroTable.Values )
{
ArrayList remove = new ArrayList();
foreach ( CountAndTimeStamp time in t.Values )
{
if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
remove.Add( time );
}
for (int i=0;i<remove.Count;++i)
t.Remove( remove[i] );
}
//decay our kills
if ( m_ShortTermElapse < this.GameTime )
{
m_ShortTermElapse += TimeSpan.FromHours( 8 );
if ( ShortTermMurders > 0 )
--ShortTermMurders;
}
if ( m_LongTermElapse < this.GameTime )
{
m_LongTermElapse += TimeSpan.FromHours( 40 );
if ( Kills > 0 )
--Kills;
}
base.Serialize( writer );
writer.Write( (int) 18 ); // version
writer.WriteEncodedInt( (int) m_SolenFriendship );
QuestSerializer.Serialize( m_Quest, writer );
if ( m_DoneQuests == null )
{
writer.WriteEncodedInt( (int) 0 );
}
else
{
writer.WriteEncodedInt( (int) m_DoneQuests.Count );
for ( int i = 0; i < m_DoneQuests.Count; ++i )
{
QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];
QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
writer.Write( (DateTime) restartInfo.RestartTime );
}
}
writer.WriteEncodedInt( (int) m_Profession );
writer.WriteDeltaTime( m_LastCompassionLoss );
writer.WriteEncodedInt( m_CompassionGains );
if ( m_CompassionGains > 0 )
writer.WriteDeltaTime( m_NextCompassionDay );
m_BOBFilter.Serialize( writer );
bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );
writer.Write( useMods );
if ( useMods )
{
writer.Write( (int) m_HairModID );
writer.Write( (int) m_HairModHue );
writer.Write( (int) m_BeardModID );
writer.Write( (int) m_BeardModHue );
}
writer.Write( SavagePaintExpiration );
writer.Write( (int) m_NpcGuild );
writer.Write( (DateTime) m_NpcGuildJoinTime );
writer.Write( (TimeSpan) m_NpcGuildGameTime );
writer.WriteMobileList( m_PermaFlags, true );
writer.Write( NextTailorBulkOrder );
writer.Write( NextSmithBulkOrder );
writer.WriteDeltaTime( m_LastJusticeLoss );
writer.WriteMobileList( m_JusticeProtectors, true );
writer.WriteDeltaTime( m_LastSacrificeGain );
writer.WriteDeltaTime( m_LastSacrificeLoss );
writer.Write( m_AvailableResurrects );
writer.Write( (int) m_Flags );
writer.Write( m_LongTermElapse );
writer.Write( m_ShortTermElapse );
writer.Write( this.GameTime );
}
public void ResetKillTime()
{
m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime SessionStart
{
get{ return m_SessionStart; }
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan GameTime
{
get
{
if ( NetState != null )
return m_GameTime + (DateTime.Now - m_SessionStart);
else
return m_GameTime;
}
}
public override bool CanSee( Mobile m )
{
if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
return true;
return base.CanSee( m );
}
public override bool CanSee( Item item )
{
if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
return false;
return base.CanSee( item );
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
Faction faction = Faction.Find( this );
if ( faction != null )
faction.RemoveMember( this );
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( Map == Faction.Facet )
{
PlayerState pl = PlayerState.Find( this );
if ( pl != null )
{
Faction faction = pl.Faction;
if ( faction.Commander == this )
list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
else if ( pl.Sheriff != null )
list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.Finance != null )
list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.MerchantTitle != MerchantTitle.None )
list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
else
list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
}
}
}
public override void OnSingleClick( Mobile from )
{
if ( Map == Faction.Facet )
{
PlayerState pl = PlayerState.Find( this );
if ( pl != null )
{
string text;
bool ascii = false;
Faction faction = pl.Faction;
if ( faction.Commander == this )
text = String.Concat( this.Female ? "(Commanding Lady of the " : "(Commanding Lord of the ", faction.Definition.FriendlyName, ")" );
else if ( pl.Sheriff != null )
text = String.Concat( "(The Sheriff of ", pl.Sheriff.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
else if ( pl.Finance != null )
text = String.Concat( "(The Finance Minister of ", pl.Finance.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
else
{
ascii = true;
if ( pl.MerchantTitle != MerchantTitle.None )
text = String.Concat( "(", MerchantTitles.GetInfo( pl.MerchantTitle ).Title.String, ", ", faction.Definition.FriendlyName, ")" );
else
text = String.Concat( "(", pl.Rank.Title.String, ", ", faction.Definition.FriendlyName, ")" );
}
int hue = ( Faction.Find( from ) == faction ? 98 : 38 );
PrivateOverheadMessage( MessageType.Label, hue, ascii, text, from.NetState );
}
}
base.OnSingleClick( from );
}
protected override bool OnMove( Direction d )
{
if( !Core.SE )
return base.OnMove( d );
if( AccessLevel != AccessLevel.Player )
return true;
if( Hidden )
{
if( !Mounted && Skills.Stealth.Value >= 25.0 )
{
bool running = (d & Direction.Running) != 0;
if( running )
{
if( (AllowedStealthSteps -= 2) <= 0 )
RevealingAction();
}
else if( AllowedStealthSteps-- <= 0 )
{
Server.SkillHandlers.Stealth.OnUse( this );
}
}
else
{
RevealingAction();
}
}
return true;
}
private bool m_BedrollLogout;
public bool BedrollLogout
{
get{ return m_BedrollLogout; }
set{ m_BedrollLogout = value; }
}
#region Factions
private PlayerState m_FactionPlayerState;
public PlayerState FactionPlayerState
{
get{ return m_FactionPlayerState; }
set{ m_FactionPlayerState = value; }
}
#endregion
#region Quest stuff
private QuestSystem m_Quest;
private ArrayList m_DoneQuests;
private SolenFriendship m_SolenFriendship;
public QuestSystem Quest
{
get{ return m_Quest; }
set{ m_Quest = value; }
}
public ArrayList DoneQuests
{
get{ return m_DoneQuests; }
set{ m_DoneQuests = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public SolenFriendship SolenFriendship
{
get{ return m_SolenFriendship; }
set{ m_SolenFriendship = value; }
}
#endregion
#region MyRunUO Invalidation
private bool m_ChangedMyRunUO;
public bool ChangedMyRunUO
{
get{ return m_ChangedMyRunUO; }
set{ m_ChangedMyRunUO = value; }
}
public void InvalidateMyRunUO()
{
if ( !Deleted && !m_ChangedMyRunUO )
{
m_ChangedMyRunUO = true;
Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
}
}
public override void OnKillsChange( int oldValue )
{
if ( this.Young && this.Kills > oldValue )
{
Account acc = this.Account as Account;
if ( acc != null )
acc.RemoveYoungStatus( 0 );
}
InvalidateMyRunUO();
}
public override void OnGenderChanged( bool oldFemale )
{
InvalidateMyRunUO();
}
public override void OnGuildChange( Server.Guilds.BaseGuild oldGuild )
{
InvalidateMyRunUO();
}
public override void OnGuildTitleChange( string oldTitle )
{
InvalidateMyRunUO();
}
public override void OnKarmaChange( int oldValue )
{
InvalidateMyRunUO();
}
public override void OnFameChange( int oldValue )
{
InvalidateMyRunUO();
}
public override void OnSkillChange( SkillName skill, double oldBase )
{
if ( this.Young && this.SkillsTotal >= 4500 )
{
Account acc = this.Account as Account;
if ( acc != null )
acc.RemoveYoungStatus( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
}
InvalidateMyRunUO();
}
public override void OnAccessLevelChanged( AccessLevel oldLevel )
{
InvalidateMyRunUO();
}
public override void OnRawStatChange( StatType stat, int oldValue )
{
InvalidateMyRunUO();
}
public override void OnDelete()
{
InvalidateMyRunUO();
}
#endregion
#region Fastwalk Prevention
private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds
private DateTime m_NextMovementTime;
public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }
public virtual TimeSpan ComputeMovementSpeed( Direction dir )
{
if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
return TimeSpan.FromSeconds( 0.1 );
bool running = ( (dir & Direction.Running) != 0 );
bool onHorse = ( this.Mount != null );
if ( onHorse )
return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );
return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
}
public static bool MovementThrottle_Callback( NetState ns )
{
PlayerMobile pm = ns.Mobile as PlayerMobile;
if ( pm == null || !pm.UsesFastwalkPrevention )
return true;
if ( pm.m_NextMovementTime == DateTime.MinValue )
{
// has not yet moved
pm.m_NextMovementTime = DateTime.Now;
return true;
}
TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;
if ( ts < TimeSpan.Zero )
{
// been a while since we've last moved
pm.m_NextMovementTime = DateTime.Now;
return true;
}
return ( ts < FastwalkThreshold );
}
#endregion
#region Enemy of One
private Type m_EnemyOfOneType;
private bool m_WaitingForEnemy;
public Type EnemyOfOneType
{
get{ return m_EnemyOfOneType; }
set
{
Type oldType = m_EnemyOfOneType;
Type newType = value;
if ( oldType == newType )
return;
m_EnemyOfOneType = value;
DeltaEnemies( oldType, newType );
}
}
public bool WaitingForEnemy
{
get{ return m_WaitingForEnemy; }
set{ m_WaitingForEnemy = value; }
}
private void DeltaEnemies( Type oldType, Type newType )
{
foreach ( Mobile m in this.GetMobilesInRange( 18 ) )
{
Type t = m.GetType();
if ( t == oldType || t == newType )
Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
}
}
#endregion
#region Hair and beard mods
private int m_HairModID = -1, m_HairModHue;
private int m_BeardModID = -1, m_BeardModHue;
public void SetHairMods( int hairID, int beardID )
{
if ( hairID == -1 )
InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
else if ( hairID != -2 )
InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );
if ( beardID == -1 )
InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
else if ( beardID != -2 )
InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
}
private Item CreateHair( bool hair, int id, int hue )
{
if ( hair )
return Server.Items.Hair.CreateByID( id, hue );
else
return Server.Items.Beard.CreateByID( id, hue );
}
private void InternalRestoreHair( bool hair, ref int id, ref int hue )
{
if ( id == -1 )
return;
Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
if ( item != null )
item.Delete();
if ( id != 0 )
AddItem( CreateHair( hair, id, hue ) );
id = -1;
hue = 0;
}
private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
{
Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
if ( item != null )
{
if ( storeID == -1 )
{
storeID = item.ItemID;
storeHue = item.Hue;
}
item.Delete();
}
else if ( storeID == -1 )
{
storeID = 0;
storeHue = 0;
}
if ( id == 0 )
return;
AddItem( CreateHair( hair, id, 0 ) );
}
#endregion
#region Virtue stuff
private DateTime m_LastSacrificeGain;
private DateTime m_LastSacrificeLoss;
private int m_AvailableResurrects;
public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }
private DateTime m_NextJustAward;
private DateTime m_LastJusticeLoss;
private ArrayList m_JusticeProtectors;
public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }
private DateTime m_LastCompassionLoss;
private DateTime m_NextCompassionDay;
private int m_CompassionGains;
public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
#endregion
#region Young system
[CommandProperty( AccessLevel.GameMaster )]
public bool Young
{
get{ return GetFlag( PlayerFlag.Young ); }
set{ SetFlag( PlayerFlag.Young, value ); InvalidateProperties(); }
}
public override string ApplyNameSuffix( string suffix )
{
if ( Young )
{
if ( suffix.Length == 0 )
suffix = "(Young)";
else
suffix = String.Concat( suffix, " (Young)" );
}
return base.ApplyNameSuffix( suffix );
}
public override TimeSpan GetLogoutDelay()
{
if ( Young || BedrollLogout )
return TimeSpan.Zero;
return base.GetLogoutDelay();
}
private DateTime m_LastYoungMessage = DateTime.MinValue;
public bool CheckYoungProtection( Mobile from )
{
if ( !this.Young )
return false;
if ( Region is DungeonRegion )
return false;
if ( this.Quest != null && this.Quest.IgnoreYoungProtection( from ) )
return false;
if ( DateTime.Now - m_LastYoungMessage > TimeSpan.FromMinutes( 1.0 ) )
{
m_LastYoungMessage = DateTime.Now;
SendLocalizedMessage( 1019067 ); // A monster looks at you menacingly but does not attack. You would be under attack now if not for your status as a new citizen of Britannia.
}
return true;
}
private DateTime m_LastYoungHeal = DateTime.MinValue;
public bool CheckYoungHealTime()
{
if ( DateTime.Now - m_LastYoungHeal > TimeSpan.FromMinutes( 5.0 ) )
{
m_LastYoungHeal = DateTime.Now;
return true;
}
return false;
}
private static Point3D[] m_TrammelDeathDestinations = new Point3D[]
{
new Point3D( 1481, 1612, 20 ),
new Point3D( 2708, 2153, 0 ),
new Point3D( 2249, 1230, 0 ),
new Point3D( 5197, 3994, 37 ),
new Point3D( 1412, 3793, 0 ),
new Point3D( 3688, 2232, 20 ),
new Point3D( 2578, 604, 0 ),
new Point3D( 4397, 1089, 0 ),
new Point3D( 5741, 3218, -2 ),
new Point3D( 2996, 3441, 15 ),
new Point3D( 624, 2225, 0 ),
new Point3D( 1916, 2814, 0 ),
new Point3D( 2929, 854, 0 ),
new Point3D( 545, 967, 0 ),
new Point3D( 3665, 2587, 0 )
};
private static Point3D[] m_IlshenarDeathDestinations = new Point3D[]
{
new Point3D( 1216, 468, -13 ),
new Point3D( 723, 1367, -60 ),
new Point3D( 745, 725, -28 ),
new Point3D( 281, 1017, 0 ),
new Point3D( 986, 1011, -32 ),
new Point3D( 1175, 1287, -30 ),
new Point3D( 1533, 1341, -3 ),
new Point3D( 529, 217, -44 ),
new Point3D( 1722, 219, 96 )
};
private static Point3D[] m_MalasDeathDestinations = new Point3D[]
{
new Point3D( 2079, 1376, -70 ),
new Point3D( 944, 519, -71 )
};
private static Point3D[] m_TokunoDeathDestinations = new Point3D[]
{
new Point3D( 1166, 801, 27 ),
new Point3D( 782, 1228, 25 ),
new Point3D( 268, 624, 15 )
};
public Point3D GetYoungDeathDestination()
{
if ( this.Region is Jail )
return Point3D.Zero;
Point3D[] list;
if ( this.Map == Map.Trammel )
list = m_TrammelDeathDestinations;
else if ( this.Map == Map.Ilshenar )
list = m_IlshenarDeathDestinations;
else if ( this.Map == Map.Malas )
list = m_MalasDeathDestinations;
else if ( this.Map == Map.Tokuno )
list = m_TokunoDeathDestinations;
else
return Point3D.Zero;
IPoint2D loc;
if ( this.Region == null )
{
loc = this.Location;
}
else
{
string regName = this.Region.Name;
// If the character is in a dungeon, get the entrance location
switch ( regName )
{
case "Covetous":
loc = new Point2D( 2499, 916 );
break;
case "Deceit":
loc = new Point2D( 4111, 429 );
break;
case "Despise":
loc = new Point2D( 1296, 1082 );
break;
case "Destard":
loc = new Point2D( 1176, 2635 );
break;
case "Hythloth":
loc = new Point2D( 4722, 3814 );
break;
case "Shame":
loc = new Point2D( 512, 1559 );
break;
case "Wrong":
loc = new Point2D( 2042, 226 );
break;
case "Terathan Keep":
loc = new Point2D( 5426, 3120 );
break;
case "Fire":
loc = new Point2D( 2922, 3402 );
break;
case "Ice":
loc = new Point2D( 1996, 80 );
break;
case "Orc Cave":
loc = new Point2D( 1014, 1434 );
break;
case "Misc Dungeons":
loc = new Point2D( 1492, 1641 );
break;
case "Rock Dungeon":
loc = new Point2D( 1788, 571 );
break;
case "Spider Cave":
loc = new Point2D( 1420, 910 );
break;
case "Spectre Dungeon":
loc = new Point2D( 1362, 1031 );
break;
case "Blood Dungeon":
loc = new Point2D( 1745, 1236 );
break;
case "Wisp Dungeon":
loc = new Point2D( 652, 1301 );
break;
case "Ankh Dungeon":
loc = new Point2D( 668, 928 );
break;
case "Exodus Dungeon":
loc = new Point2D( 827, 777 );
break;
case "Sorcerer's Dungeon":
loc = new Point2D( 546, 455 );
break;
case "Ancient Lair":
loc = new Point2D( 938, 494 );
break;
case "Doom":
case "Doom Gauntlet":
loc = new Point2D( 2357, 1268 );
break;
default:
loc = this.Location;
break;
}
}
Point3D dest = Point3D.Zero;
int sqDistance = int.MaxValue;
for ( int i = 0; i < list.Length; i++ )
{
Point3D curDest = list[i];
int width = loc.X - curDest.X;
int height = loc.Y - curDest.Y;
int curSqDistance = width * width + height * height;
if ( curSqDistance < sqDistance )
{
dest = curDest;
sqDistance = curSqDistance;
}
}
return dest;
}
private void SendYoungDeathNotice()
{
this.SendGump( new YoungDeathNotice() );
}
#endregion
#region Speech log
private SpeechLog m_SpeechLog;
public SpeechLog SpeechLog{ get{ return m_SpeechLog; } }
public override void OnSpeech( SpeechEventArgs e )
{
if ( SpeechLog.Enabled && this.NetState != null )
{
if ( m_SpeechLog == null )
m_SpeechLog = new SpeechLog();
m_SpeechLog.Add( e.Mobile, e.Speech );
}
}
#endregion
}
}
In PlayerMobile.cs, lines 2351 - 2356, AddNameProperties( ObjectPropertyList ):uoraider said:This is a great script and really will add some extra fun to the shard. Thank you for sharing.
Now on to my dumb question.
This is most likely a dumb question
But how would I get the PvP title to only show in Felucca?
Have been looking for the way they did it in factions but can't seem to find it
Any help here would be great thanks.
uoraider
public override void AddNameProperties( ObjectPropertyList list )
{
base.AddNameProperties( list );
if ( PvpPointSystem.EnablePointSystem == true && PvpPointSystem.EnableRankSystem == true [COLOR="Red"]&& Map == Map.Felucca[/COLOR] )
{
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (1743 items, 442 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x00000008
Delete the object? (y/n)
Disco_Joey said:ive added this script over and over and each time after somone makes a new char and i save and restart i get this
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...failed (49 errors, 0 warnings)
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1519: (lin
e 126, column 3) Invalid token '{' in class, struct, or interface member declara
tion
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1519: (lin
e 127, column 7) Invalid token '{' in class, struct, or interface member declara
tion
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1519: (lin
e 127, column 25) Invalid token ';' in class, struct, or interface member declar
ation
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS0116: (lin
e 128, column 4) A namespace does not directly contain members such as fields or
methods
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 132, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 139, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 146, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 153, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 160, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 167, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 174, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 181, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 200, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 207, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 224, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 231, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 238, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 245, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 252, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 264, column 8) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 270, column 8) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 276, column 8) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 282, column 17) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 296, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 302, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 309, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 316, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 323, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 329, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 336, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 343, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 350, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 357, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 364, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 371, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 378, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 385, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 392, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 399, column 10) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 405, column 17) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 427, column 19) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1001: (lin
e 440, column 13) Identifier expected
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 440, column 15) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1001: (lin
e 444, column 35) Identifier expected
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1001: (lin
e 448, column 12) Identifier expected
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1518: (lin
e 448, column 14) Expected class, delegate, enum, interface, or struct
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1001: (lin
e 462, column 55) Identifier expected
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1001: (lin
e 464, column 54) Identifier expected
- Error: Scripts\FS Animal Taming Systems\Distros\PlayerMobile.cs: CS1022: (lin
e 465, column 10) Type or namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
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