using System;
using System.Collections.Generic;
namespace Server.Items
{
public class AscensionScroll : SpecialScroll
{
private static readonly SkillName[] m_Skills = new SkillName[]
{
SkillName.Blacksmith,
SkillName.Tailoring,
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking
};
private static readonly SkillName[] m_AOSSkills = new SkillName[]
{
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak
};
private static readonly SkillName[] m_SESkills = new SkillName[]
{
SkillName.Ninjitsu,
SkillName.Bushido
};
private static readonly SkillName[] m_MLSkills = new SkillName[]
{
SkillName.Spellweaving
};
private static SkillName[] m_SASkills = new SkillName[]
{
SkillName.Throwing,
SkillName.Mysticism,
SkillName.Imbuing
};
private static readonly List<SkillName> _Skills = new List<SkillName>();
public AscensionScroll()
: this(SkillName.Alchemy, 0.0)
{
}
[Constructable]
public AscensionScroll(SkillName skill, double value)
: base(skill, value)
{
this.Hue = 0x481;
if (this.Value == 105.0 || skill == Server.SkillName.Blacksmith || skill == Server.SkillName.Tailoring)
this.LootType = LootType.Regular;
}
public AscensionScroll(Serial serial)
: base(serial)
{
}
public static List<SkillName> Skills
{
get
{
if (_Skills.Count == 0)
{
_Skills.AddRange(m_Skills);
if (Core.AOS)
{
_Skills.AddRange(m_AOSSkills);
if (Core.SE)
{
_Skills.AddRange(m_SESkills);
if (Core.ML)
{
_Skills.AddRange(m_MLSkills);
if (Core.SA)
{
_Skills.AddRange( m_SASkills );
}
}
}
}
}
return _Skills;
}
}
public override int Message
{
get
{
return 1049469;
}
}
public override int Title
{
get
{
double level = (this.Value - 105.0) / 5.0;
if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
return 1049635 + (int)level;
return 0;
}
}
public override string DefaultTitle
{
get
{
return String.Format("<basefont color=#FFFFFF>Ascension Scroll ({0} Skill):</basefont>", this.Value);
}
}
public static AscensionScroll CreateRandom(int min, int max)
{
min /= 5;
max /= 5;
return new AscensionScroll(Skills[Utility.Random(Skills.Count)], 100 + (Utility.RandomMinMax(min, max) * 5));
}
public static AscensionScroll CreateRandomNoCraft(int min, int max)
{
min /= 5;
max /= 5;
SkillName skillName;
do
{
skillName = Skills[Utility.Random(Skills.Count)];
}
while (skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring || skillName == SkillName.Imbuing);
return new AscensionScroll(skillName, 100 + (Utility.RandomMinMax(min, max) * 5));
}
public override void AddNameProperty(ObjectPropertyList list)
{
double level = (this.Value - 105.0) / 5.0;
if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
list.Add(1049639 + (int)level, this.GetNameLocalized());
else
list.Add("an ascension scroll of {0} ({1} Skill)", this.GetName(), this.Value);
}
public override void OnSingleClick(Mobile from)
{
double level = (this.Value - 105.0) / 5.0;
if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
base.LabelTo(from, 1049639 + (int)level, this.GetNameLocalized());
else
base.LabelTo(from, "a ascension scroll of {0} ({1} Skill)", this.GetName(), this.Value);
}
public override bool CanUse(Mobile from)
{
if (!base.CanUse(from))
return false;
Skill skill = from.Skills[this.Skill];
if (skill == null)
return false;
if (skill.Cap >= this.Value)
{
from.SendMessage("Your skillcap in {0} is too high to use this scroll!", this.GetName());
return false;
}
return true;
}
public override void OnDoubleClick(Mobile from)
{
if (from.Skills[this.Skill].Value >= 100)
{
if (!this.CanUse(from))
return;
from.Skills[this.Skill].Base -= (this.Value - from.Skills[this.Skill].Cap);
from.Skills[this.Skill].Cap = this.Value;
Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0, 0, 5060, 0);
Effects.PlaySound(from.Location, from.Map, 0x243);
Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
this.Delete();
}
else
{
from.SendMessage("Your current skill is too low to use that!");
return;
}
from.SendLocalizedMessage(1049513, this.GetNameLocalized());
}
public override void Use(Mobile from)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = (this.InheritsItem ? 0 : reader.ReadInt());
if (this.Value == 105.0 || this.Skill == SkillName.Blacksmith || this.Skill == SkillName.Tailoring)
{
this.LootType = LootType.Regular;
}
else
{
this.LootType = LootType.Cursed;
this.Insured = false;
}
}
}
}