using System;
using System.Text;
using Server;
using Server.Mobiles;
using Server.ContextMenus;
using System.Collections;
using Server.Gumps;
namespace Server.Items
{
[FlipableAttribute( 0x13cd, 0x13c5 )]
public class LevelLeatherArms : BaseArmor, ILevelable // ILevelable is the interface that gives us all the leveling functionality
{
/* These private variables store the exp, level, and *
* points for the item */
private int m_Experience;
private int m_Level;
private int m_Points;
public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Leather; } }
public override CraftResource DefaultResource{ get{ return CraftResource.RegularLeather; } }
public override ArmorMeditationAllowance DefMedAllowance{ get{ return ArmorMeditationAllowance.All; } }
[Constructable]
public LevelLeatherArms() : base()
{
/* Invalidate the level and refresh the item props
* Extremely important to call this method */
LevelItemManager.InvalidateLevel( this );
}
public LevelLeatherArms( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
// DONT FORGET TO SERIALIZE LEVEL, EXPERIENCE, AND POINTS
writer.Write( m_Experience );
writer.Write( m_Level );
writer.Write( m_Points );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
// DONT FORGET TO DESERIALIZE LEVEL, EXPERIENCE, AND POINTS
m_Experience = reader.ReadInt();
m_Level = reader.ReadInt();
m_Points = reader.ReadInt();
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties (list);
/* Display level in the properties context menu.
* Will display experience as well, if DisplayExpProp.
* is set to true in LevelItemManager.cs */
list.Add( 1060658, "Level\t{0}", m_Level );
if ( LevelItemManager.DisplayExpProp )
list.Add( 1060659, "Experience\t{0}", m_Experience );
}
public override void GetContextMenuEntries(Mobile from, ArrayList list)
{
base.GetContextMenuEntries (from, list);
/* Context Menu Entry to display the gump w/
* all info */
list.Add( new LevelInfoEntry( from, this, AttributeCategory.Melee ) );
}
// ILevelable Members that MUST be implemented
#region ILevelable Members
// This one will return our private m_Experience variable.
[CommandProperty( AccessLevel.GameMaster )]
public int Experience
{
get
{
return m_Experience;
}
set
{
m_Experience = value;
// This keeps gms from setting the level to an outrageous value
if ( m_Experience > LevelItemManager.ExpTable[LevelItemManager.Levels - 1] )
m_Experience = LevelItemManager.ExpTable[LevelItemManager.Levels - 1];
// Anytime exp is changed, call this method
LevelItemManager.InvalidateLevel( this );
}
}
// This one will return our private m_Level variable.
[CommandProperty( AccessLevel.GameMaster )]
public int Level
{
get
{
return m_Level;
}
set
{
// This keeps gms from setting the level to an outrageous value
if ( value > LevelItemManager.Levels )
value = LevelItemManager.Levels;
// This keeps gms from setting the level to 0 or a negative value
if ( value < 1 )
value = 1;
// Sets new level.
if ( m_Level != value )
{
m_Level = value;
}
}
}
// This one will return our private m_Points variable.
[CommandProperty( AccessLevel.GameMaster )]
public int Points
{
get
{
return m_Points;
}
set
{
//Sets new points.
m_Points = value;
}
}
#endregion
}
}