using System;
using System.Collections;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Network;
using Server.Engines.Craft;
using Server.Factions;
using AMA = Server.Items.ArmorMeditationAllowance;
using AMT = Server.Items.ArmorMaterialType;
using ABT = Server.Items.ArmorBodyType;
namespace Server.Items
{
public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability, ISetItem
{
#region Factions
private FactionItem m_FactionState;
public FactionItem FactionItemState
{
get{ return m_FactionState; }
set
{
m_FactionState = value;
if ( m_FactionState == null )
Hue = CraftResources.GetHue( Resource );
LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
}
}
#endregion
/* Armor internals work differently now (Jun 19 2003)
*
* The attributes defined below default to -1.
* If the value is -1, the corresponding virtual 'Aos/Old' property is used.
* If not, the attribute value itself is used. Here's the list:
* - ArmorBase
* - StrBonus
* - DexBonus
* - IntBonus
* - StrReq
* - DexReq
* - IntReq
* - MeditationAllowance
*/
// Instance values. These values must are unique to each armor piece.
private int m_MaxHitPoints;
private int m_HitPoints;
private Mobile m_Crafter;
private ArmorQuality m_Quality;
private ArmorDurabilityLevel m_Durability;
private ArmorProtectionLevel m_Protection;
private CraftResource m_Resource;
private bool m_Identified, m_PlayerConstructed;
private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus;
private AosAttributes m_AosAttributes;
private AosArmorAttributes m_AosArmorAttributes;
private AosSkillBonuses m_AosSkillBonuses;
#region SA
private SAAbsorptionAttributes m_SAAbsorptionAttributes;
#endregion
// Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts.
private int m_ArmorBase = -1;
private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1;
private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1;
private AMA m_Meditate = (AMA)(-1);
public virtual bool AllowMaleWearer{ get{ return true; } }
public virtual bool AllowFemaleWearer{ get{ return true; } }
public abstract AMT MaterialType{ get; }
public virtual int RevertArmorBase{ get{ return ArmorBase; } }
public virtual int ArmorBase{ get{ return 0; } }
public virtual AMA DefMedAllowance{ get{ return AMA.None; } }
public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } }
public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } }
public virtual int AosStrBonus{ get{ return 0; } }
public virtual int AosDexBonus{ get{ return 0; } }
public virtual int AosIntBonus{ get{ return 0; } }
public virtual int AosStrReq{ get{ return 0; } }
public virtual int AosDexReq{ get{ return 0; } }
public virtual int AosIntReq{ get{ return 0; } }
public virtual int OldStrBonus{ get{ return 0; } }
public virtual int OldDexBonus{ get{ return 0; } }
public virtual int OldIntBonus{ get{ return 0; } }
public virtual int OldStrReq{ get{ return 0; } }
public virtual int OldDexReq{ get{ return 0; } }
public virtual int OldIntReq{ get{ return 0; } }
public virtual bool CanFortify{ get{ return true; } }
public virtual bool UseIntOrDexProperty { get { return false; } }
public virtual int IntOrDexPropertyValue { get { return 0; } }
public override void OnAfterDuped( Item newItem )
{
BaseArmor armor = newItem as BaseArmor;
if ( armor == null )
return;
armor.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes );
armor.m_AosArmorAttributes = new AosArmorAttributes( newItem, m_AosArmorAttributes );
armor.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses );
armor.m_SAAbsorptionAttributes = new SAAbsorptionAttributes( newItem, m_SAAbsorptionAttributes );
#region Mondain's Legacy
armor.m_SetAttributes = new AosAttributes( newItem, m_SetAttributes );
armor.m_SetSkillBonuses = new AosSkillBonuses( newItem, m_SetSkillBonuses );
#endregion
}
#region Personal Bless Deed
private Mobile m_BlessedBy;
[CommandProperty(AccessLevel.GameMaster)]
public Mobile BlessedBy
{
get { return m_BlessedBy; }
set { m_BlessedBy = value; InvalidateProperties(); }
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (BlessedFor == from && BlessedBy == from && RootParent == from)
{
list.Add(new UnBlessEntry(from, this));
}
}
private class UnBlessEntry : ContextMenuEntry
{
private Mobile m_From;
private BaseArmor m_Item;
public UnBlessEntry(Mobile from, BaseArmor item)
: base(6208, -1)
{
m_From = from;
m_Item = item;
}
public override void OnClick()
{
m_Item.BlessedFor = null;
m_Item.BlessedBy = null;
Container pack = m_From.Backpack;
if (pack != null)
{
pack.DropItem(new PersonalBlessDeed(m_From));
m_From.SendLocalizedMessage(1062200); // A personal bless deed has been placed in your backpack.
}
}
}
#endregion
[CommandProperty( AccessLevel.GameMaster )]
public AMA MeditationAllowance
{
get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
set{ m_Meditate = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int BaseArmorRating
{
get
{
if ( m_ArmorBase == -1 )
return ArmorBase;
else
return m_ArmorBase;
}
set
{
m_ArmorBase = value; Invalidate();
}
}
public double BaseArmorRatingScaled
{
get
{
return ( BaseArmorRating * ArmorScalar );
}
}
public virtual double ArmorRating
{
get
{
int ar = BaseArmorRating;
if ( m_Protection != ArmorProtectionLevel.Regular )
ar += 10 + (5 * (int)m_Protection);
switch ( m_Resource )
{
case CraftResource.DullCopper: ar += 2; break;
case CraftResource.ShadowIron: ar += 4; break;
case CraftResource.Copper: ar += 6; break;
case CraftResource.Bronze: ar += 8; break;
case CraftResource.Gold: ar += 10; break;
case CraftResource.Agapite: ar += 12; break;
case CraftResource.Verite: ar += 14; break;
case CraftResource.Valorite: ar += 16; break;
case CraftResource.SpinedLeather: ar += 10; break;
case CraftResource.HornedLeather: ar += 13; break;
case CraftResource.BarbedLeather: ar += 16; break;
}
ar += -8 + (8 * (int)m_Quality);
return ScaleArmorByDurability( ar );
}
}
public double ArmorRatingScaled
{
get
{
return ( ArmorRating * ArmorScalar );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrBonus
{
get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); }
set{ m_StrBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexBonus
{
get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); }
set{ m_DexBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntBonus
{
get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); }
set{ m_IntBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrRequirement
{
get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); }
set{ m_StrReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexRequirement
{
get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); }
set{ m_DexReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntRequirement
{
get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); }
set{ m_IntReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Identified
{
get{ return m_Identified; }
set{ m_Identified = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool PlayerConstructed
{
get{ return m_PlayerConstructed; }
set{ m_PlayerConstructed = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public CraftResource Resource
{
get
{
return m_Resource;
}
set
{
if ( m_Resource != value )
{
UnscaleDurability();
m_Resource = value;
if (!DefTailoring.IsNonColorable(this.GetType()))
{
Hue = CraftResources.GetHue( m_Resource );
}
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
ScaleDurability();
}
}
}
public virtual double ArmorScalar
{
get
{
int pos = (int)BodyPosition;
if ( pos >= 0 && pos < m_ArmorScalars.Length )
return m_ArmorScalars[pos];
return 1.0;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int MaxHitPoints
{
get{ return m_MaxHitPoints; }
set{ m_MaxHitPoints = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int HitPoints
{
get
{
return m_HitPoints;
}
set
{
if ( value != m_HitPoints && MaxHitPoints > 0 )
{
m_HitPoints = value;
if ( m_HitPoints < 0 )
Delete();
else if ( m_HitPoints > MaxHitPoints )
m_HitPoints = MaxHitPoints;
InvalidateProperties();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile Crafter
{
get{ return m_Crafter; }
set{ m_Crafter = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorQuality Quality
{
get{ return m_Quality; }
set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorDurabilityLevel Durability
{
get{ return m_Durability; }
set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); }
}
public virtual int ArtifactRarity
{
get{ return 0; }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorProtectionLevel ProtectionLevel
{
get
{
return m_Protection;
}
set
{
if ( m_Protection != value )
{
m_Protection = value;
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosAttributes Attributes
{
get{ return m_AosAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosArmorAttributes ArmorAttributes
{
get{ return m_AosArmorAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosSkillBonuses SkillBonuses
{
get{ return m_AosSkillBonuses; }
set{}
}
#region SA
[CommandProperty( AccessLevel.GameMaster )]
public SAAbsorptionAttributes AbsorptionAttributes
{
get { return m_SAAbsorptionAttributes; }
set { }
}
#endregion
public int ComputeStatReq( StatType type )
{
int v;
if ( type == StatType.Str )
v = StrRequirement;
else if ( type == StatType.Dex )
v = DexRequirement;
else
v = IntRequirement;
return AOS.Scale( v, 100 - GetLowerStatReq() );
}
public int ComputeStatBonus( StatType type )
{
if ( type == StatType.Str )
return StrBonus + Attributes.BonusStr;
else if ( type == StatType.Dex )
return DexBonus + Attributes.BonusDex;
else
return IntBonus + Attributes.BonusInt;
}
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalBonus{ get{ return m_PhysicalBonus; } set{ m_PhysicalBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireBonus{ get{ return m_FireBonus; } set{ m_FireBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdBonus{ get{ return m_ColdBonus; } set{ m_ColdBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonBonus{ get{ return m_PoisonBonus; } set{ m_PoisonBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyBonus{ get{ return m_EnergyBonus; } set{ m_EnergyBonus = value; InvalidateProperties(); } }
public virtual int BasePhysicalResistance{ get{ return 0; } }
public virtual int BaseFireResistance{ get{ return 0; } }
public virtual int BaseColdResistance{ get{ return 0; } }
public virtual int BasePoisonResistance{ get{ return 0; } }
public virtual int BaseEnergyResistance{ get{ return 0; } }
#region Mondain's Legacy Sets
public override int PhysicalResistance{ get{ return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus + (m_SetEquipped ? m_SetPhysicalBonus : 0 ); } }
public override int FireResistance{ get{ return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus + (m_SetEquipped ? m_SetFireBonus : 0 ); } }
public override int ColdResistance{ get{ return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus + (m_SetEquipped ? m_SetColdBonus : 0 ); } }
public override int PoisonResistance{ get{ return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus + (m_SetEquipped ? m_SetPoisonBonus : 0 ); } }
public override int EnergyResistance{ get{ return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus + (m_SetEquipped ? m_SetEnergyBonus : 0 ); } }
#endregion
public virtual int InitMinHits{ get{ return 0; } }
public virtual int InitMaxHits{ get{ return 0; } }
[CommandProperty( AccessLevel.GameMaster )]
public ArmorBodyType BodyPosition
{
get
{
switch ( this.Layer )
{
default:
case Layer.Neck: return ArmorBodyType.Gorget;
case Layer.TwoHanded: return ArmorBodyType.Shield;
case Layer.Gloves: return ArmorBodyType.Gloves;
case Layer.Helm: return ArmorBodyType.Helmet;
case Layer.Arms: return ArmorBodyType.Arms;
case Layer.InnerLegs:
case Layer.OuterLegs:
case Layer.Pants: return ArmorBodyType.Legs;
case Layer.InnerTorso:
case Layer.OuterTorso:
case Layer.Shirt: return ArmorBodyType.Chest;
}
}
}
public void DistributeBonuses( int amount )
{
for ( int i = 0; i < amount; ++i )
{
switch ( Utility.Random( 5 ) )
{
case 0: ++m_PhysicalBonus; break;
case 1: ++m_FireBonus; break;
case 2: ++m_ColdBonus; break;
case 3: ++m_PoisonBonus; break;
case 4: ++m_EnergyBonus; break;
}
}
InvalidateProperties();
}
public CraftAttributeInfo GetResourceAttrs()
{
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info == null )
return CraftAttributeInfo.Blank;
return info.AttributeInfo;
}
public int GetProtOffset()
{
switch ( m_Protection )
{
case ArmorProtectionLevel.Guarding: return 1;
case ArmorProtectionLevel.Hardening: return 2;
case ArmorProtectionLevel.Fortification: return 3;
case ArmorProtectionLevel.Invulnerability: return 4;
}
return 0;
}
public void UnscaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale;
m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale;
InvalidateProperties();
}
public void ScaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * scale) + 99) / 100;
m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100;
InvalidateProperties();
}
public int GetDurabilityBonus()
{
int bonus = 0;
if ( m_Quality == ArmorQuality.Exceptional )
bonus += 20;
switch ( m_Durability )
{
case ArmorDurabilityLevel.Durable: bonus += 20; break;
case ArmorDurabilityLevel.Substantial: bonus += 50; break;
case ArmorDurabilityLevel.Massive: bonus += 70; break;
case ArmorDurabilityLevel.Fortified: bonus += 100; break;
case ArmorDurabilityLevel.Indestructible: bonus += 120; break;
}
if ( Core.AOS )
{
bonus += m_AosArmorAttributes.DurabilityBonus;
#region Mondain's Legacy
if ( m_Resource == CraftResource.Heartwood )
return bonus;
#endregion
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
CraftAttributeInfo attrInfo = null;
if ( resInfo != null )
attrInfo = resInfo.AttributeInfo;
if ( attrInfo != null )
bonus += attrInfo.ArmorDurability;
}
return bonus;
}
public bool Scissor( Mobile from, Scissors scissors )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack.
return false;
}
if ( Ethics.Ethic.IsImbued( this ) )
{
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
return false;
}
CraftSystem system = DefTailoring.CraftSystem;
CraftItem item = system.CraftItems.SearchFor( GetType() );
if ( item != null && item.Resources.Count == 1 && item.Resources.GetAt( 0 ).Amount >= 2 )
{
try
{
Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] );
ScissorHelper( from, res, m_PlayerConstructed ? (item.Resources.GetAt( 0 ).Amount / 2) : 1 );
return true;
}
catch
{
}
}
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
return false;
}
private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };
public static double[] ArmorScalars
{
get
{
return m_ArmorScalars;
}
set
{
m_ArmorScalars = value;
}
}
public static void ValidateMobile( Mobile m )
{
for ( int i = m.Items.Count - 1; i >= 0; --i )
{
if ( i >= m.Items.Count )
continue;
Item item = m.Items[i];
if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
#region SA
if ( m.Race == Race.Gargoyle && !armor.CanBeWornByGargoyles )
{
m.SendLocalizedMessage( 1111708 ); // Gargoyles can't wear this.
m.AddToBackpack( armor );
}
#endregion
if( armor.RequiredRace != null && m.Race != armor.RequiredRace )
{
if( armor.RequiredRace == Race.Elf )
m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
#region SA
else if ( armor.RequiredRace == Race.Gargoyle )
m.SendLocalizedMessage( 1111707 ); // Only gargoyles can wear this.
#endregion
else
m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName );
m.AddToBackpack( armor );
}
else if ( !armor.AllowMaleWearer && !m.Female && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowFemaleWearer )
m.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowMaleWearer )
m.SendLocalizedMessage( 1063343 ); // Only males can wear this.
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
}
}
}
public int GetLowerStatReq()
{
if ( !Core.AOS )
return 0;
int v = m_AosArmorAttributes.LowerStatReq;
#region Mondain's Legacy
if ( m_Resource == CraftResource.Heartwood )
return v;
#endregion
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info != null )
{
CraftAttributeInfo attrInfo = info.AttributeInfo;
if ( attrInfo != null )
v += attrInfo.ArmorLowerRequirements;
}
if ( v > 100 )
v = 100;
return v;
}
public override void OnAdded( object parent )
{
if ( parent is Mobile )
{
Mobile from = (Mobile)parent;
if ( Core.AOS )
m_AosSkillBonuses.AddTo( from );
#region Mondain's Legacy Sets
if ( IsSetItem )
{
m_SetEquipped = SetHelper.FullSetEquipped( from, SetID, Pieces );
if ( m_SetEquipped )
{
m_LastEquipped = true;
SetHelper.AddSetBonus( from, SetID );
}
}
#endregion
from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
}
public virtual double ScaleArmorByDurability( double armor )
{
int scale = 100;
if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints )
scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints);
return ( armor * scale ) / 100;
}
protected void Invalidate()
{
if ( Parent is Mobile )
((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
public BaseArmor( Serial serial ) : base( serial )
{
}
private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
{
if ( setIf )
flags |= toSet;
}
private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
{
return ( (flags & toGet) != 0 );
}
[Flags]
private enum SaveFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
PhysicalBonus = 0x00000004,
FireBonus = 0x00000008,
ColdBonus = 0x00000010,
PoisonBonus = 0x00000020,
EnergyBonus = 0x00000040,
Identified = 0x00000080,
MaxHitPoints = 0x00000100,
HitPoints = 0x00000200,
Crafter = 0x00000400,
Quality = 0x00000800,
Durability = 0x00001000,
Protection = 0x00002000,
Resource = 0x00004000,
BaseArmor = 0x00008000,
StrBonus = 0x00010000,
DexBonus = 0x00020000,
IntBonus = 0x00040000,
StrReq = 0x00080000,
DexReq = 0x00100000,
IntReq = 0x00200000,
MedAllowance = 0x00400000,
SkillBonuses = 0x00800000,
PlayerConstructed = 0x01000000,
#region SA
xAbsorptionAttributes = 0x02000000
#endregion
}
#region Mondain's Legacy Sets
private static void SetSaveFlag( ref SetFlag flags, SetFlag toSet, bool setIf )
{
if ( setIf )
flags |= toSet;
}
private static bool GetSaveFlag( SetFlag flags, SetFlag toGet )
{
return ( (flags & toGet) != 0 );
}
[Flags]
private enum SetFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
SkillBonuses = 0x00000004,
PhysicalBonus = 0x00000008,
FireBonus = 0x00000010,
ColdBonus = 0x00000020,
PoisonBonus = 0x00000040,
EnergyBonus = 0x00000080,
Hue = 0x00000100,
LastEquipped = 0x00000200,
SetEquipped = 0x00000400,
SetSelfRepair = 0x00000800,
}
#endregion
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 9 ); // version
writer.Write((Mobile)m_BlessedBy); // Personal Bless Deed
#region Mondain's Legacy Sets version 8
SetFlag sflags = SetFlag.None;
SetSaveFlag( ref sflags, SetFlag.Attributes, !m_SetAttributes.IsEmpty );
SetSaveFlag( ref sflags, SetFlag.SkillBonuses, !m_SetSkillBonuses.IsEmpty );
SetSaveFlag( ref sflags, SetFlag.PhysicalBonus, m_SetPhysicalBonus != 0 );
SetSaveFlag( ref sflags, SetFlag.FireBonus, m_SetFireBonus != 0 );
SetSaveFlag( ref sflags, SetFlag.ColdBonus, m_SetColdBonus != 0 );
SetSaveFlag( ref sflags, SetFlag.PoisonBonus, m_SetPoisonBonus != 0 );
SetSaveFlag( ref sflags, SetFlag.EnergyBonus, m_SetEnergyBonus != 0 );
SetSaveFlag( ref sflags, SetFlag.Hue, m_SetHue != 0 );
SetSaveFlag( ref sflags, SetFlag.LastEquipped, m_LastEquipped );
SetSaveFlag( ref sflags, SetFlag.SetEquipped, m_SetEquipped );
SetSaveFlag( ref sflags, SetFlag.SetSelfRepair, m_SetSelfRepair != 0 );
writer.WriteEncodedInt( (int) sflags );
if ( GetSaveFlag( sflags, SetFlag.Attributes ) )
m_SetAttributes.Serialize( writer );
if ( GetSaveFlag( sflags, SetFlag.SkillBonuses ) )
m_SetSkillBonuses.Serialize( writer );
if ( GetSaveFlag( sflags, SetFlag.PhysicalBonus ) )
writer.WriteEncodedInt( (int) m_SetPhysicalBonus );
if ( GetSaveFlag( sflags, SetFlag.FireBonus ) )
writer.WriteEncodedInt( (int) m_SetFireBonus );
if ( GetSaveFlag( sflags, SetFlag.ColdBonus ) )
writer.WriteEncodedInt( (int) m_SetColdBonus );
if ( GetSaveFlag( sflags, SetFlag.PoisonBonus ) )
writer.WriteEncodedInt( (int) m_SetPoisonBonus );
if ( GetSaveFlag( sflags, SetFlag.EnergyBonus ) )
writer.WriteEncodedInt( (int) m_SetEnergyBonus );
if ( GetSaveFlag( sflags, SetFlag.Hue ) )
writer.WriteEncodedInt( (int) m_SetHue );
if ( GetSaveFlag( sflags, SetFlag.LastEquipped ) )
writer.Write( (bool) m_LastEquipped );
if ( GetSaveFlag( sflags, SetFlag.SetEquipped ) )
writer.Write( (bool) m_SetEquipped );
if ( GetSaveFlag( sflags, SetFlag.SetSelfRepair ) )
writer.WriteEncodedInt( (int) m_SetSelfRepair );
#endregion
SaveFlag flags = SaveFlag.None;
SetSaveFlag( ref flags, SaveFlag.Attributes, !m_AosAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.ArmorAttributes, !m_AosArmorAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PhysicalBonus, m_PhysicalBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.FireBonus, m_FireBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.ColdBonus, m_ColdBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.PoisonBonus, m_PoisonBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.EnergyBonus, m_EnergyBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.Identified, m_Identified != false );
SetSaveFlag( ref flags, SaveFlag.MaxHitPoints, m_MaxHitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.HitPoints, m_HitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null );
SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != ArmorQuality.Regular );
SetSaveFlag( ref flags, SaveFlag.Durability, m_Durability != ArmorDurabilityLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Protection, m_Protection != ArmorProtectionLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource );
SetSaveFlag( ref flags, SaveFlag.BaseArmor, m_ArmorBase != -1 );
SetSaveFlag( ref flags, SaveFlag.StrBonus, m_StrBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.DexBonus, m_DexBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.IntBonus, m_IntBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 );
SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 );
SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 );
SetSaveFlag( ref flags, SaveFlag.MedAllowance, m_Meditate != (AMA)(-1) );
SetSaveFlag( ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false );
#region SA
SetSaveFlag( ref flags, SaveFlag.xAbsorptionAttributes, !m_SAAbsorptionAttributes.IsEmpty );
#endregion
writer.WriteEncodedInt( (int) flags );
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
writer.WriteEncodedInt( (int) m_PhysicalBonus );
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
writer.WriteEncodedInt( (int) m_FireBonus );
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
writer.WriteEncodedInt( (int) m_ColdBonus );
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
writer.WriteEncodedInt( (int) m_PoisonBonus );
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
writer.WriteEncodedInt( (int) m_EnergyBonus );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
writer.WriteEncodedInt( (int) m_MaxHitPoints );
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
writer.WriteEncodedInt( (int) m_HitPoints );
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
writer.Write( (Mobile) m_Crafter );
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
writer.WriteEncodedInt( (int) m_Quality );
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
writer.WriteEncodedInt( (int) m_Durability );
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
writer.WriteEncodedInt( (int) m_Protection );
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
writer.WriteEncodedInt( (int) m_Resource );
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
writer.WriteEncodedInt( (int) m_ArmorBase );
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
writer.WriteEncodedInt( (int) m_StrBonus );
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
writer.WriteEncodedInt( (int) m_DexBonus );
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
writer.WriteEncodedInt( (int) m_IntBonus );
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
writer.WriteEncodedInt( (int) m_StrReq );
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
writer.WriteEncodedInt( (int) m_DexReq );
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
writer.WriteEncodedInt( (int) m_IntReq );
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
writer.WriteEncodedInt( (int) m_Meditate );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses.Serialize( writer );
#region SA
if ( GetSaveFlag( flags, SaveFlag.xAbsorptionAttributes ) )
m_SAAbsorptionAttributes.Serialize( writer );
#endregion
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
#region Personal Bless Deed
case 9:
{
m_BlessedBy = reader.ReadMobile();
goto case 8;
}
#endregion
#region Mondain's Legacy Sets
case 8:
SetFlag sflags = (SetFlag) reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.Attributes ) )
m_SetAttributes = new AosAttributes( this, reader );
else
m_SetAttributes = new AosAttributes( this );
if ( GetSaveFlag( sflags, SetFlag.ArmorAttributes ) )
m_SetSelfRepair = (new AosArmorAttributes( this, reader )).SelfRepair;
if ( GetSaveFlag( sflags, SetFlag.SkillBonuses ) )
m_SetSkillBonuses = new AosSkillBonuses( this, reader );
else
m_SetSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( sflags, SetFlag.PhysicalBonus ) )
m_SetPhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.FireBonus ) )
m_SetFireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.ColdBonus ) )
m_SetColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.PoisonBonus ) )
m_SetPoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.EnergyBonus ) )
m_SetEnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.Hue ) )
m_SetHue = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.LastEquipped ) )
m_LastEquipped = reader.ReadBool();
if ( GetSaveFlag( sflags, SetFlag.SetEquipped ) )
m_SetEquipped = reader.ReadBool();
if ( GetSaveFlag( sflags, SetFlag.SetSelfRepair ) )
m_SetSelfRepair = reader.ReadEncodedInt();
goto case 7;
#endregion
case 7:
case 6:
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
else
m_AosArmorAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
m_PhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
m_FireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
m_ColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
m_PoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
m_EnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = ( version >= 7 || reader.ReadBool() );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ArmorQuality)reader.ReadEncodedInt();
else
m_Quality = ArmorQuality.Regular;
if ( version == 5 && m_Quality == ArmorQuality.Low )
m_Quality = ArmorQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
{
m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();
if ( m_Durability > ArmorDurabilityLevel.Indestructible )
m_Durability = ArmorDurabilityLevel.Durable;
}
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
{
m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt();
if ( m_Protection > ArmorProtectionLevel.Invulnerability )
m_Protection = ArmorProtectionLevel.Defense;
}
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( m_Resource == CraftResource.None )
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
m_ArmorBase = reader.ReadEncodedInt();
else
m_ArmorBase = -1;
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
m_StrBonus = reader.ReadEncodedInt();
else
m_StrBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
m_DexBonus = reader.ReadEncodedInt();
else
m_DexBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
m_IntBonus = reader.ReadEncodedInt();
else
m_IntBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
m_DexReq = reader.ReadEncodedInt();
else
m_DexReq = -1;
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
m_IntReq = reader.ReadEncodedInt();
else
m_IntReq = -1;
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
m_Meditate = (AMA)reader.ReadEncodedInt();
else
m_Meditate = (AMA)(-1);
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
#region SA
if ( version > 7 && GetSaveFlag( flags, SaveFlag.xAbsorptionAttributes ) )
m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this, reader );
else
m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
#endregion
break;
}
case 4:
{
m_AosAttributes = new AosAttributes( this, reader );
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
goto case 3;
}
case 3:
{
m_PhysicalBonus = reader.ReadInt();
m_FireBonus = reader.ReadInt();
m_ColdBonus = reader.ReadInt();
m_PoisonBonus = reader.ReadInt();
m_EnergyBonus = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{
m_Identified = reader.ReadBool();
goto case 0;
}
case 0:
{
m_ArmorBase = reader.ReadInt();
m_MaxHitPoints = reader.ReadInt();
m_HitPoints = reader.ReadInt();
m_Crafter = reader.ReadMobile();
m_Quality = (ArmorQuality)reader.ReadInt();
m_Durability = (ArmorDurabilityLevel)reader.ReadInt();
m_Protection = (ArmorProtectionLevel)reader.ReadInt();
AMT mat = (AMT)reader.ReadInt();
if ( m_ArmorBase == RevertArmorBase )
m_ArmorBase = -1;
/*m_BodyPos = (ArmorBodyType)*/reader.ReadInt();
if ( version < 4 )
{
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
}
if ( version < 3 && m_Quality == ArmorQuality.Exceptional )
DistributeBonuses( 6 );
if ( version >= 2 )
{
m_Resource = (CraftResource)reader.ReadInt();
}
else
{
OreInfo info;
switch ( reader.ReadInt() )
{
default:
case 0: info = OreInfo.Iron; break;
case 1: info = OreInfo.DullCopper; break;
case 2: info = OreInfo.ShadowIron; break;
case 3: info = OreInfo.Copper; break;
case 4: info = OreInfo.Bronze; break;
case 5: info = OreInfo.Gold; break;
case 6: info = OreInfo.Agapite; break;
case 7: info = OreInfo.Verite; break;
case 8: info = OreInfo.Valorite; break;
}
m_Resource = CraftResources.GetFromOreInfo( info, mat );
}
m_StrBonus = reader.ReadInt();
m_DexBonus = reader.ReadInt();
m_IntBonus = reader.ReadInt();
m_StrReq = reader.ReadInt();
m_DexReq = reader.ReadInt();
m_IntReq = reader.ReadInt();
if ( m_StrBonus == OldStrBonus )
m_StrBonus = -1;
if ( m_DexBonus == OldDexBonus )
m_DexBonus = -1;
if ( m_IntBonus == OldIntBonus )
m_IntBonus = -1;
if ( m_StrReq == OldStrReq )
m_StrReq = -1;
if ( m_DexReq == OldDexReq )
m_DexReq = -1;
if ( m_IntReq == OldIntReq )
m_IntReq = -1;
m_Meditate = (AMA)reader.ReadInt();
if ( m_Meditate == OldMedAllowance )
m_Meditate = (AMA)(-1);
if ( m_Resource == CraftResource.None )
{
if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather )
m_Resource = CraftResource.RegularLeather;
else if ( mat == ArmorMaterialType.Spined )
m_Resource = CraftResource.SpinedLeather;
else if ( mat == ArmorMaterialType.Horned )
m_Resource = CraftResource.HornedLeather;
else if ( mat == ArmorMaterialType.Barbed )
m_Resource = CraftResource.BarbedLeather;
else
m_Resource = CraftResource.Iron;
}
if ( m_MaxHitPoints == 0 && m_HitPoints == 0 )
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
break;
}
}
#region Mondain's Legacy Sets
if ( m_SetAttributes == null )
m_SetAttributes = new AosAttributes( this );
if ( m_SetSkillBonuses == null )
m_SetSkillBonuses = new AosSkillBonuses( this );
#endregion
if ( m_AosSkillBonuses == null )
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( Core.AOS && Parent is Mobile )
m_AosSkillBonuses.AddTo( (Mobile)Parent );
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = (Mobile)Parent;
string modName = Serial.ToString();
if ( strBonus != 0 )
m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
if ( Parent is Mobile )
((Mobile)Parent).CheckStatTimers();
if ( version < 7 )
m_PlayerConstructed = true; // we don't know, so, assume it's crafted
}
public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } }
public BaseArmor( int itemID ) : base( itemID )
{
m_Quality = ArmorQuality.Regular;
m_Durability = ArmorDurabilityLevel.Regular;
m_Crafter = null;
m_Resource = DefaultResource;
Hue = CraftResources.GetHue( m_Resource );
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
this.Layer = (Layer)ItemData.Quality;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
#region Mondain's Legacy Sets
m_SetAttributes = new AosAttributes( this );
m_SetSkillBonuses = new AosSkillBonuses( this );
#endregion
}
public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
{
if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
return false;
return base.AllowSecureTrade( from, to, newOwner, accepted );
}
public virtual Race RequiredRace { get { return null; } }
#region SA
public virtual bool CanBeWornByGargoyles{ get{ return false; } }
#endregion
public override bool CanEquip( Mobile from )
{
if( !Ethics.Ethic.CheckEquip( from, this ) )
return false;
if( from.AccessLevel < AccessLevel.GameMaster )
{
#region SA
if ( from.Race == Race.Gargoyle && !CanBeWornByGargoyles )
{
from.SendLocalizedMessage( 1111708 ); // Gargoyles can't wear this.
return false;
}
#endregion
else if ( RequiredRace != null && from.Race != RequiredRace )
{
if( RequiredRace == Race.Elf )
from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
else if ( RequiredRace == Race.Gargoyle )
from.SendLocalizedMessage( 1111707 ); // Only gargoyles can wear this.
else
from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );
return false;
}
else if( !AllowMaleWearer && !from.Female )
{
if( AllowFemaleWearer )
from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
else if( !AllowFemaleWearer && from.Female )
{
if( AllowMaleWearer )
from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
#region Personal Bless Deed
else if (BlessedBy != null && BlessedBy != from)
{
from.SendLocalizedMessage(1075277); // That item is blessed by another player.
return false;
}
#endregion
else
{
int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int );
if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
{
from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item.
return false;
}
else if( from.Str < strReq || (from.Str + strBonus) < 1 )
{
from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
return false;
}
else if( from.Int < intReq || (from.Int + intBonus) < 1 )
{
from.SendMessage( "You are not smart enough to equip that." );
return false;
}
}
}
return base.CanEquip( from );
}
public override bool CheckPropertyConfliction( Mobile m )
{
if ( base.CheckPropertyConfliction( m ) )
return true;
if ( Layer == Layer.Pants )
return ( m.FindItemOnLayer( Layer.InnerLegs ) != null );
if ( Layer == Layer.Shirt )
return ( m.FindItemOnLayer( Layer.InnerTorso ) != null );
return false;
}
public override bool OnEquip( Mobile from )
{
from.CheckStatTimers();
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
{
string modName = this.Serial.ToString();
if ( strBonus != 0 )
from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
return base.OnEquip( from );
}
public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
Mobile m = (Mobile)parent;
string modName = this.Serial.ToString();
m.RemoveStatMod( modName + "Str" );
m.RemoveStatMod( modName + "Dex" );
m.RemoveStatMod( modName + "Int" );
if ( Core.AOS )
m_AosSkillBonuses.Remove();
((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
m.CheckStatTimers();
#region Mondain's Legacy Sets
if ( IsSetItem && m_SetEquipped )
SetHelper.RemoveSetBonus( m, SetID, this );
#endregion
}
base.OnRemoved( parent );
InvalidateProperties();
}
public virtual int OnHit( BaseWeapon weapon, int damageTaken )
{
double HalfAr = ArmorRating / 2.0;
int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());
damageTaken -= Absorbed;
if ( damageTaken < 0 )
damageTaken = 0;
if ( Absorbed < 2 )
Absorbed = 2;
if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
{
// Set self repair
if ( Core.AOS && m_AosArmorAttributes.SelfRepair + ( IsSetItem && m_SetEquipped ? m_SetSelfRepair : 0 ) > Utility.Random( 10 ) )
{
HitPoints += 2;
}
else
{
int wear;
if ( weapon.Type == WeaponType.Bashing )
wear = Absorbed / 2;
else
wear = Utility.Random( 2 );
if ( wear > 0 && m_MaxHitPoints > 0 )
{
if ( m_HitPoints >= wear )
{
HitPoints -= wear;
wear = 0;
}
else
{
wear -= HitPoints;
HitPoints = 0;
}
if ( wear > 0 )
{
if ( m_MaxHitPoints > wear )
{
MaxHitPoints -= wear;
if ( Parent is Mobile )
((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
}
else
{
Delete();
}
}
}
}
}
return damageTaken;
}
private string GetNameString()
{
string name = this.Name;
if ( name == null )
name = String.Format( "#{0}", LabelNumber );
return name;
}
[Hue, CommandProperty( AccessLevel.GameMaster )]
public override int Hue
{
get{ return base.Hue; }
set{ base.Hue = value; InvalidateProperties(); }
}
public override void AddNameProperty( ObjectPropertyList list )
{
//Colored Item Name Mod Start
BaseArmor arm = this;
//AddNamePropertiey Code
string oreType = CraftResources.GetName( m_Resource );
if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" )
oreType = null;
if ( m_Quality == ArmorQuality.Exceptional )
{
if ( oreType != null )
list.Add( 1053100, "{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~
else
list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~
}
else
{
int props = 0;
foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
{
if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
}
if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
if(this.SkillBonuses.Skill_1_Value > 0) ++props;
if(this.SkillBonuses.Skill_2_Value > 0) ++props;
if(this.SkillBonuses.Skill_3_Value > 0) ++props;
if(this.SkillBonuses.Skill_4_Value > 0) ++props;
if(this.SkillBonuses.Skill_5_Value > 0) ++props;
if(this.SetSelfRepair > 0) ++props;
if(this.SetSkillBonuses.Skill_1_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_2_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_3_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_4_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_5_Value > 0) ++props;
// Props code display
if( props == 0 ) // No color (Common)
{
list.Add(1053099, "<BASEFONT COLOR=#B2BEB5>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
if( props >= 1 && props <= 2 ) // Green (Uncommon)
{
list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
if( props >= 3 && props <= 4 ) // Blue (Rare)
{
list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
if( props >= 5 && props <= 6 ) // Purple (Epic)
{
list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
if( props >= 7 && props <= 8 ) // Orange (Legendary)
{
list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
if( props >= 9 ) // Golden (Artifact)
{
list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
}
}
//Colored Item Name Mod End
}
public override bool AllowEquipedCast( Mobile from )
{
if ( base.AllowEquipedCast( from ) )
return true;
return ( m_AosAttributes.SpellChanneling != 0 );
}
public virtual int GetLuckBonus()
{
#region Mondain's Legacy
if ( m_Resource == CraftResource.Heartwood )
return 0;
#endregion
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
if ( resInfo == null )
return 0;
CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
if ( attrInfo == null )
return 0;
return attrInfo.ArmorLuck;
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_Crafter != null )
list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
#region Factions
if ( m_FactionState != null )
list.Add( 1041350 ); // faction item
#endregion
#region Mondain's Legacy Sets
if ( IsSetItem )
{
if ( MixedSet )
list.Add( 1073491, Pieces.ToString() ); // Part of a Weapon/Armor Set (~1_val~ pieces)
else
list.Add( 1072376, Pieces.ToString() ); // Part of an Armor Set (~1_val~ pieces)
if ( m_SetEquipped )
{
if ( MixedSet )
list.Add( 1073492 ); // Full Weapon/Armor Set Present
else
list.Add( 1072377 ); // Full Armor Set Present
GetSetProperties( list );
}
}
#endregion
if( RequiredRace == Race.Elf )
list.Add( 1075086 ); // Elves Only
#region SA
else if ( RequiredRace == Race.Gargoyle )
list.Add( 1111709 ); // Gargoyles Only
#endregion
m_AosSkillBonuses.GetProperties( list );
int prop;
if ( (prop = ArtifactRarity) > 0 )
list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~
if ( ( prop = m_AosAttributes.BonusStr ) != 0 )
list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~
if ( ( prop = m_AosAttributes.BonusDex ) != 0 && !UseIntOrDexProperty )
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
if ( ( prop = m_AosAttributes.BonusInt ) != 0 && !UseIntOrDexProperty )
list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~
if ( UseIntOrDexProperty )
list.Add( 1114777, IntOrDexPropertyValue.ToString() ); // Int or Dex Bonus ~1_val~
if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%
if ( (prop = m_AosAttributes.DefendChance) != 0 )
list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%
if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
if ( (prop = m_AosAttributes.CastRecovery) != 0 )
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
if ( (prop = m_AosAttributes.CastSpeed) != 0 )
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
if ( (prop = m_AosAttributes.AttackChance) != 0 )
list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%
if ( (prop = m_AosAttributes.BonusHits) != 0 )
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%
if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
if ( (prop = GetLowerStatReq()) != 0 )
list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%
if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
list.Add( 1060436, prop.ToString() ); // luck ~1_val~
if ( (prop = m_AosArmorAttributes.MageArmor) != 0 )
list.Add( 1060437 ); // mage armor
if ( (prop = m_AosAttributes.BonusMana) != 0 )
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
if ( (prop = m_AosAttributes.RegenMana) != 0 )
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
if ( (prop = m_AosAttributes.NightSight) != 0 )
list.Add( 1060441 ); // night sight
if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%
if ( (prop = m_AosAttributes.RegenStam) != 0 )
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
if ( (prop = m_AosAttributes.RegenHits) != 0 )
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~
if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
list.Add( 1060482 ); // spell channeling
if ( (prop = m_AosAttributes.SpellDamage) != 0 )
list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%
if ( (prop = m_AosAttributes.BonusStam) != 0 )
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
#region SA // Absorption
if ( (prop = m_SAAbsorptionAttributes.EaterFire) != 0 )
list.Add( 1113593, prop.ToString() ); // Fire Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.EaterCold) != 0 )
list.Add( 1113594, prop.ToString() ); // Cold Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.EaterPoison) != 0 )
list.Add( 1113595, prop.ToString() ); // Poison Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.EaterEnergy) != 0 )
list.Add( 1113596, prop.ToString() ); // Energy Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.EaterKinetic) != 0 )
list.Add( 1113597, prop.ToString() ); // Kinetic Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.EaterDamage) != 0 )
list.Add( 1113598, prop.ToString() ); // Damage Eater ~1_Val~%
if ( (prop = m_SAAbsorptionAttributes.ResonanceFire) != 0 )
list.Add( 1113691, prop.ToString() ); // Fire Resonance ~1_val~%
if ( (prop = m_SAAbsorptionAttributes.ResonanceCold) != 0 )
list.Add( 1113692, prop.ToString() ); // Cold Resonance ~1_val~%
if ( (prop = m_SAAbsorptionAttributes.ResonancePoison) != 0 )
list.Add( 1113693, prop.ToString() ); // Poison Resonance ~1_val~%
if ( (prop = m_SAAbsorptionAttributes.ResonanceEnergy) != 0 )
list.Add( 1113694, prop.ToString() ); // Energy Resonance ~1_val~%
if ( (prop = m_SAAbsorptionAttributes.ResonanceKinetic) != 0 )
list.Add( 1113695, prop.ToString() ); // Kinetic Resonance ~1_val~%
#endregion
base.AddResistanceProperties( list );
if ( (prop = GetDurabilityBonus()) > 0 )
list.Add( 1060410, prop.ToString() ); // durability ~1_val~%
if ( (prop = ComputeStatReq( StatType.Str )) > 0 )
list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~
if ( m_HitPoints >= 0 && m_MaxHitPoints > 0 )
list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
#region Mondain's Legacy Sets
if ( IsSetItem && !m_SetEquipped )
{
list.Add( 1072378 ); // <br>Only when full set is present:
GetSetProperties( list );
}
#endregion
}
public override void OnSingleClick( Mobile from )
{
List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();
if ( DisplayLootType )
{
if ( LootType == LootType.Blessed )
attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
else if ( LootType == LootType.Cursed )
attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
}
#region Factions
if ( m_FactionState != null )
attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
#endregion
if ( m_Quality == ArmorQuality.Exceptional )
attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );
if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
{
if ( m_Durability != ArmorDurabilityLevel.Regular )
attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );
if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability )
attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) );
}
else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) )
attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified
int number;
if ( Name == null )
{
number = LabelNumber;
}
else
{
this.LabelTo( from, Name );
number = 1041000;
}
if ( attrs.Count == 0 && Crafter == null && Name != null )
return;
EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );
from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
}
#region ICraftable Members
public virtual int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
{
Quality = (ArmorQuality)quality;
if ( makersMark )
Crafter = from;
#region Mondain's Legacy
if ( !craftItem.ForceNonExceptional )
{
Type resourceType = typeRes;
if ( resourceType == null )
resourceType = craftItem.Resources.GetAt( 0 ).ItemType;
Resource = CraftResources.GetFromType( resourceType );
}
#endregion
PlayerConstructed = true;
CraftContext context = craftSystem.GetContext( from );
if ( context != null && context.DoNotColor )
Hue = 0;
if( Quality == ArmorQuality.Exceptional )
{
DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14.
if( Core.ML && !(this is BaseShield) )
{
int bonus = (int)(from.Skills.ArmsLore.Value / 20);
for( int i = 0; i < bonus; i++ )
{
switch( Utility.Random( 5 ) )
{
case 0: m_PhysicalBonus++; break;
case 1: m_FireBonus++; break;
case 2: m_ColdBonus++; break;
case 3: m_EnergyBonus++; break;
case 4: m_PoisonBonus++; break;
}
}
from.CheckSkill( SkillName.ArmsLore, 0, 100 );
}
}
#region Mondain's Legacy
if ( craftItem != null && !craftItem.ForceNonExceptional )
{
if ( Core.AOS && tool is BaseRunicTool )
( (BaseRunicTool) tool ).ApplyAttributesTo( this );
if ( Core.ML )
{
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
if ( resInfo == null )
return quality;
CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
if ( attrInfo == null )
return quality;
if ( m_Resource != CraftResource.Heartwood )
{
m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage;
m_AosAttributes.AttackChance += attrInfo.ArmorHitChance;
m_AosAttributes.RegenHits += attrInfo.ArmorRegenHits;
m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage;
}
else
{
switch ( Utility.Random( 5 ) )
{
case 0: m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage; break;
case 1: m_AosAttributes.AttackChance += attrInfo.ArmorHitChance; break;
case 2: m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage; break;
case 3: m_AosAttributes.Luck += attrInfo.ArmorLuck; break;
case 4: m_AosArmorAttributes.LowerStatReq += attrInfo.ArmorLowerRequirements; break;
}
}
}
}
#endregion
return quality;
}
#endregion
#region Mondain's Legacy Sets
public override bool OnDragLift( Mobile from )
{
if ( Parent is Mobile && from == Parent )
{
if ( IsSetItem && m_SetEquipped )
SetHelper.RemoveSetBonus( from, SetID, this );
}
return base.OnDragLift( from );
}
public virtual SetItem SetID{ get{ return SetItem.None; } }
public virtual bool MixedSet{ get{ return false; } }
public virtual int Pieces{ get{ return 0; } }
public bool IsSetItem{ get{ return ( SetID != SetItem.None ); } }
private int m_SetHue;
private bool m_SetEquipped;
private bool m_LastEquipped;
[CommandProperty( AccessLevel.GameMaster )]
public int SetHue
{
get{ return m_SetHue; }
set{ m_SetHue = value; InvalidateProperties(); }
}
public bool SetEquipped
{
get{ return m_SetEquipped; }
set{ m_SetEquipped = value; }
}
public bool LastEquipped
{
get{ return m_LastEquipped; }
set{ m_LastEquipped = value; }
}
private AosAttributes m_SetAttributes;
private AosSkillBonuses m_SetSkillBonuses;
private int m_SetSelfRepair;
[CommandProperty( AccessLevel.GameMaster )]
public AosAttributes SetAttributes
{
get{ return m_SetAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosSkillBonuses SetSkillBonuses
{
get{ return m_SetSkillBonuses; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public int SetSelfRepair
{
get{ return m_SetSelfRepair; }
set{ m_SetSelfRepair = value; InvalidateProperties(); }
}
private int m_SetPhysicalBonus, m_SetFireBonus, m_SetColdBonus, m_SetPoisonBonus, m_SetEnergyBonus;
[CommandProperty( AccessLevel.GameMaster )]
public int SetPhysicalBonus
{
get{ return m_SetPhysicalBonus; }
set{ m_SetPhysicalBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int SetFireBonus
{
get{ return m_SetFireBonus; }
set{ m_SetFireBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int SetColdBonus
{
get{ return m_SetColdBonus; }
set{ m_SetColdBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int SetPoisonBonus
{
get{ return m_SetPoisonBonus; }
set{ m_SetPoisonBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int SetEnergyBonus
{
get{ return m_SetEnergyBonus; }
set{ m_SetEnergyBonus = value; InvalidateProperties(); }
}
public virtual void GetSetProperties( ObjectPropertyList list )
{
if ( !m_SetEquipped )
{
if ( m_SetPhysicalBonus != 0 )
list.Add( 1072382, m_SetPhysicalBonus.ToString() ); // physical resist +~1_val~%
if ( m_SetFireBonus != 0 )
list.Add( 1072383, m_SetFireBonus.ToString() ); // fire resist +~1_val~%
if ( m_SetColdBonus != 0 )
list.Add( 1072384, m_SetColdBonus.ToString() ); // cold resist +~1_val~%
if ( m_SetPoisonBonus != 0 )
list.Add( 1072385, m_SetPoisonBonus.ToString() ); // poison resist +~1_val~%
if ( m_SetEnergyBonus != 0 )
list.Add( 1072386, m_SetEnergyBonus.ToString() ); // energy resist +~1_val~%
}
SetHelper.GetSetProperties( list, this );
int prop;
if ( (prop = m_SetSelfRepair) != 0 && m_AosArmorAttributes.SelfRepair == 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~
}
#endregion
}
}