IanSmellios
Member
I am trying to get the "Clothing Hamper" to not open automatically when I drop it in my pack.
Now here is a code that I changed
to
The clothing hamper script
Changing the same thing on the ArmorKey.cs worked and it doesn't auto open when I drop it in my pack.
Any ideas or help is appreciated!
Thank You
Now here is a code that I changed
Code:
public override bool CanUseFromPack{ get{ return false; } }
Code:
public override bool CanUseFromPack{ get{ return true; } }
The clothing hamper script
Code:
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Solaris.ItemStore; //for connection to resource store data objects
using Server.Engines.VeteranRewards;
namespace Server.Items
{
//item inherited from BaseResourceKey
public class ClothingKey : BaseStoreKey, IRewardItem
{
private bool m_IsRewardItem;
[CommandProperty( AccessLevel.Seer )]
public bool IsRewardItem
{
get{ return m_IsRewardItem; }
set{ m_IsRewardItem = value; InvalidateProperties(); }
}
public override int DisplayColumns{ get{ return 1; } }
public override bool CanUseFromPack{ get{ return true; } }
public override bool CanUseFromHouse{ get{ return true; } }
public override List<StoreEntry> EntryStructure
{
get
{
List<StoreEntry> entry = base.EntryStructure;
//NOTE: if you're looking to add new stash entry list types, make sure to include the appropriate "using" directives at the top of this file, or use the full class path
entry.Add
(
new StashEntry
(
typeof( BaseClothing ), "Clothing", 500, new StashSortData
( //add the column information
new StashSortEntry[] //the first entry is what is displayed by default
{
new StashSortEntry( "Resource", "Resource" ),
new StashSortEntry( "Crafter", "Crafter" ),
new StashSortEntry( "Body Position", "Layer" )
},
new StashSortEntry[] //the second entry is what is also available to the user when they customize the gump
{
new StashSortEntry( "Durability", "HitPoints" ),
new StashSortEntry( "Max Durability", "MaxHitPoints" ),
new StashSortEntry( "Str Requirement", "StrRequirement" ),
new StashSortEntry( "Durability Bonus", new string[]{ "ClothingAttributes", "DurabilityBonus" } ),
new StashSortEntry( "Lower Stats", new string[]{ "ClothingAttributes", "LowerStatReq" } ),
new StashSortEntry( "Mage Armor", new string[]{ "ClothingAttributes", "MageArmor" } ),
new StashSortEntry( "Self Repair", new string[]{ "ClothingAttributes", "SelfRepair" } ),
new StashSortEntry( "Physical Resist", new string[]{ "Resistances", "Physical" } ),
new StashSortEntry( "Fire Resist", new string[]{ "Resistances", "Fire" } ),
new StashSortEntry( "Cold Resist", new string[]{ "Resistances", "Cold" } ),
new StashSortEntry( "Energy Resist", new string[]{ "Resistances", "Energy" } ),
new StashSortEntry( "Poison Resist", new string[]{ "Resistances", "Poison" } ),
new StashSortEntry( "Str Bonus", new string[]{ "Attributes", "BonusStr" } ),
new StashSortEntry( "Dex Bonus", new string[]{ "Attributes", "BonusDex" } ),
new StashSortEntry( "Int Bonus", new string[]{ "Attributes", "BonusInt" } ),
new StashSortEntry( "HP Bonus", new string[]{ "Attributes", "BonusHits" } ),
new StashSortEntry( "Stamina Bonus", new string[]{ "Attributes", "BonusStam" } ),
new StashSortEntry( "Mana Bonus", new string[]{ "Attributes", "BonusMana" } ),
new StashSortEntry( "FCR", new string[]{ "Attributes", "CastRecovery" } ),
new StashSortEntry( "FC", new string[]{ "Attributes", "CastSpeed" } ),
new StashSortEntry( "HCI", new string[]{ "Attributes", "AttackChance" } ),
new StashSortEntry( "DCI", new string[]{ "Attributes", "DefendChance" } ),
new StashSortEntry( "LMC", new string[]{ "Attributes", "LowerManaCost" } ),
new StashSortEntry( "LRC", new string[]{ "Attributes", "LowerRegCost" } ),
new StashSortEntry( "Luck", new string[]{ "Attributes", "Luck" } ),
new StashSortEntry( "Enhance Potions", new string[]{ "Attributes", "EnhancePotions" } ),
new StashSortEntry( "Night Sight", new string[]{ "Attributes", "NightSight" } ),
new StashSortEntry( "Reflect Phys Damage", new string[]{ "Attributes", "Reflect Physical" } ),
new StashSortEntry( "Hits Regen", new string[]{ "Attributes", "RegenHits" } ),
new StashSortEntry( "Stam Regen", new string[]{ "Attributes", "RegenStam" } ),
new StashSortEntry( "Mana Regen", new string[]{ "Attributes", "RegenMana" } ),
new StashSortEntry( "Spell Channeling", new string[]{ "Attributes", "SpellChanneling" } ),
new StashSortEntry( "Spell Damage", new string[]{ "Attributes", "SpellDamage" } ),
new StashSortEntry( "Damage Increase", new string[]{ "Attributes", "WeaponDamage" } ),
new StashSortEntry( "Swing Speed Increase", new string[]{ "Attributes", "WeaponSpeed" } ),
new StashSortEntry( "Skill 1", new string[]{ "SkillBonuses", "Skill_1_Name" }, new string[]{ "SkillBonuses", "Skill_1_Value" } ),
new StashSortEntry( "Skill 1 Name", new string[]{ "SkillBonuses", "Skill_1_Name" } ),
new StashSortEntry( "Skill 1 Value", new string[]{ "SkillBonuses", "Skill_1_Value" } ),
new StashSortEntry( "Skill 2", new string[]{ "SkillBonuses", "Skill_2_Name" }, new string[]{ "SkillBonuses", "Skill_2_Value" } ),
new StashSortEntry( "Skill 2 Name", new string[]{ "SkillBonuses", "Skill_2_Name" } ),
new StashSortEntry( "Skill 2 Value", new string[]{ "SkillBonuses", "Skill_2_Value" } ),
new StashSortEntry( "Skill 3", new string[]{ "SkillBonuses", "Skill_3_Name" }, new string[]{ "SkillBonuses", "Skill_3_Value" } ),
new StashSortEntry( "Skill 3 Name", new string[]{ "SkillBonuses", "Skill_3_Name" } ),
new StashSortEntry( "Skill 3 Value", new string[]{ "SkillBonuses", "Skill_3_Value" } ),
new StashSortEntry( "Skill 4", new string[]{ "SkillBonuses", "Skill_4_Name" }, new string[]{ "SkillBonuses", "Skill_4_Value" } ),
new StashSortEntry( "Skill 4 Name", new string[]{ "SkillBonuses", "Skill_4_Name" } ),
new StashSortEntry( "Skill 4 Value", new string[]{ "SkillBonuses", "Skill_4_Value" } ),
new StashSortEntry( "Skill 5", new string[]{ "SkillBonuses", "Skill_5_Name" }, new string[]{ "SkillBonuses", "Skill_5_Value" } ),
new StashSortEntry( "Skill 5 Name", new string[]{ "SkillBonuses", "Skill_5_Name" } ),
new StashSortEntry( "Skill 5 Value", new string[]{ "SkillBonuses", "Skill_5_Value" } )
}
)
)
);
return entry;
}
}
[Constructable]
public ClothingKey() : base( 0x0 )
{
ItemID = 2476;
Name = "Clothing Hamper";
}
//this loads properties specific to the store, like the gump label, and whether it's a dynamic storage device
protected override ItemStore GenerateItemStore()
{
//load the basic store info
ItemStore store = base.GenerateItemStore();
//properties of this storage device
store.Label = "Clothing Hamper";
store.Dynamic = false;
store.OfferDeeds = false;
return store;
}
//serial constructor
public ClothingKey( Serial serial ) : base( serial )
{
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_IsRewardItem )
list.Add( 1076217 ); // 1st Year Veteran Reward
}
//events
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( 0 );
writer.Write( (bool) m_IsRewardItem );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_IsRewardItem = reader.ReadBool();
}
}
}
Changing the same thing on the ArmorKey.cs worked and it doesn't auto open when I drop it in my pack.
Code:
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Solaris.ItemStore; //for connection to resource store data objects
using Server.Engines.VeteranRewards;
namespace Server.Items
{
//item inherited from BaseResourceKey
public class ArmorKey : BaseStoreKey, IRewardItem
{
private bool m_IsRewardItem;
[CommandProperty( AccessLevel.Seer )]
public bool IsRewardItem
{
get{ return m_IsRewardItem; }
set{ m_IsRewardItem = value; InvalidateProperties(); }
}
public override int DisplayColumns{ get{ return 1; } }
public override bool CanUseFromPack{ get{ return true; } }
public override bool CanUseFromHouse{ get{ return true; } }
public override List<StoreEntry> EntryStructure
{
get
{
List<StoreEntry> entry = base.EntryStructure;
//NOTE: if you're looking to add new stash entry list types, make sure to include the appropriate "using" directives at the top of this file, or use the full class path
entry.Add
(
new StashEntry
(
typeof( BaseArmor ), "Armor", 500, new StashSortData
( //add the column information
new StashSortEntry[] //the first entry is what is displayed by default
{
new StashSortEntry( "Resource", "Resource" ),
new StashSortEntry( "Crafter", "Crafter" ),
new StashSortEntry( "Physical Resist", "PhysicalResistance" ),
new StashSortEntry( "Fire Resist", "FireResistance" ),
new StashSortEntry( "Cold Resist", "ColdResistance" ),
new StashSortEntry( "Poison Resist", "PoisonResistance" ),
new StashSortEntry( "Energy Resist", "EnergyResistance" ),
},
new StashSortEntry[] //the second entry is what is also available to the user when they customize the gump
{
new StashSortEntry( "Durability", "HitPoints" ),
new StashSortEntry( "Max Durability", "MaxHitPoints" ),
new StashSortEntry( "Body Position", "BodyPosition" ),
new StashSortEntry( "Str Requirement", "StrRequirement" ),
new StashSortEntry( "Durability Bonus", new string[]{ "ArmorAttributes", "DurabilityBonus" } ),
new StashSortEntry( "Lower Stats", new string[]{ "ArmorAttributes", "LowerStatReq" } ),
new StashSortEntry( "Mage Armor", new string[]{ "ArmorAttributes", "MageArmor" } ),
new StashSortEntry( "Self Repair", new string[]{ "ArmorAttributes", "SelfRepair" } ),
new StashSortEntry( "Str Bonus", new string[]{ "Attributes", "BonusStr" } ),
new StashSortEntry( "Dex Bonus", new string[]{ "Attributes", "BonusDex" } ),
new StashSortEntry( "Int Bonus", new string[]{ "Attributes", "BonusInt" } ),
new StashSortEntry( "HP Bonus", new string[]{ "Attributes", "BonusHits" } ),
new StashSortEntry( "Stamina Bonus", new string[]{ "Attributes", "BonusStam" } ),
new StashSortEntry( "Mana Bonus", new string[]{ "Attributes", "BonusMana" } ),
new StashSortEntry( "FCR", new string[]{ "Attributes", "CastRecovery" } ),
new StashSortEntry( "FC", new string[]{ "Attributes", "CastSpeed" } ),
new StashSortEntry( "HCI", new string[]{ "Attributes", "AttackChance" } ),
new StashSortEntry( "DCI", new string[]{ "Attributes", "DefendChance" } ),
new StashSortEntry( "LMC", new string[]{ "Attributes", "LowerManaCost" } ),
new StashSortEntry( "LRC", new string[]{ "Attributes", "LowerRegCost" } ),
new StashSortEntry( "Luck", new string[]{ "Attributes", "Luck" } ),
new StashSortEntry( "Enhance Potions", new string[]{ "Attributes", "EnhancePotions" } ),
new StashSortEntry( "Night Sight", new string[]{ "Attributes", "NightSight" } ),
new StashSortEntry( "Reflect Phys Damage", new string[]{ "Attributes", "Reflect Physical" } ),
new StashSortEntry( "Hits Regen", new string[]{ "Attributes", "RegenHits" } ),
new StashSortEntry( "Stam Regen", new string[]{ "Attributes", "RegenStam" } ),
new StashSortEntry( "Mana Regen", new string[]{ "Attributes", "RegenMana" } ),
new StashSortEntry( "Spell Channeling", new string[]{ "Attributes", "SpellChanneling" } ),
new StashSortEntry( "Spell Damage", new string[]{ "Attributes", "SpellDamage" } ),
new StashSortEntry( "Damage Increase", new string[]{ "Attributes", "WeaponDamage" } ),
new StashSortEntry( "Swing Speed Increase", new string[]{ "Attributes", "WeaponSpeed" } ),
new StashSortEntry( "Skill 1", new string[]{ "SkillBonuses", "Skill_1_Name" }, new string[]{ "SkillBonuses", "Skill_1_Value" } ),
new StashSortEntry( "Skill 1 Name", new string[]{ "SkillBonuses", "Skill_1_Name" } ),
new StashSortEntry( "Skill 1 Value", new string[]{ "SkillBonuses", "Skill_1_Value" } ),
new StashSortEntry( "Skill 2", new string[]{ "SkillBonuses", "Skill_2_Name" }, new string[]{ "SkillBonuses", "Skill_2_Value" } ),
new StashSortEntry( "Skill 2 Name", new string[]{ "SkillBonuses", "Skill_2_Name" } ),
new StashSortEntry( "Skill 2 Value", new string[]{ "SkillBonuses", "Skill_2_Value" } ),
new StashSortEntry( "Skill 3", new string[]{ "SkillBonuses", "Skill_3_Name" }, new string[]{ "SkillBonuses", "Skill_3_Value" } ),
new StashSortEntry( "Skill 3 Name", new string[]{ "SkillBonuses", "Skill_3_Name" } ),
new StashSortEntry( "Skill 3 Value", new string[]{ "SkillBonuses", "Skill_3_Value" } ),
new StashSortEntry( "Skill 4", new string[]{ "SkillBonuses", "Skill_4_Name" }, new string[]{ "SkillBonuses", "Skill_4_Value" } ),
new StashSortEntry( "Skill 4 Name", new string[]{ "SkillBonuses", "Skill_4_Name" } ),
new StashSortEntry( "Skill 4 Value", new string[]{ "SkillBonuses", "Skill_4_Value" } ),
new StashSortEntry( "Skill 5", new string[]{ "SkillBonuses", "Skill_5_Name" }, new string[]{ "SkillBonuses", "Skill_5_Value" } ),
new StashSortEntry( "Skill 5 Name", new string[]{ "SkillBonuses", "Skill_5_Name" } ),
new StashSortEntry( "Skill 5 Value", new string[]{ "SkillBonuses", "Skill_5_Value" } )
}
)
)
);
return entry;
}
}
[Constructable]
public ArmorKey() : base( 0x0 )
{
ItemID = 5402;
Name = "Armor Chest";
}
//this loads properties specific to the store, like the gump label, and whether it's a dynamic storage device
protected override ItemStore GenerateItemStore()
{
//load the basic store info
ItemStore store = base.GenerateItemStore();
//properties of this storage device
store.Label = "Armor Chest";
store.OfferDeeds = false;
return store;
}
//serial constructor
public ArmorKey( Serial serial ) : base( serial )
{
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_IsRewardItem )
list.Add( 1076217 ); // 1st Year Veteran Reward
}
//events
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( 0 );
writer.Write( (bool) m_IsRewardItem );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_IsRewardItem = reader.ReadBool();
}
}
}
Any ideas or help is appreciated!
Thank You