Example #1
0
            public RepairContext(BaseShipCannon cannon, Mobile from)
                : base(1116602, 2)
            {
                From   = from;
                Cannon = cannon;

                Enabled = Cannon.DamageState != DamageLevel.Pristine;
            }
Example #2
0
            public UnloadContext(BaseShipCannon cannon, Mobile from)
                : base(1116072, 2)
            {
                From   = from;
                Cannon = cannon;

                Enabled = cannon.CanLight;
            }
Example #3
0
            public DismantleContext(BaseShipCannon cannon, Mobile from)
                : base(1116069, 2)
            {
                From   = from;
                Cannon = cannon;

                Enabled = cannon.Empty && Cannon.DamageState == DamageLevel.Pristine;
            }
Example #4
0
        /// <summary>
        /// Gets damage for Rising Tides Cannons. This differentiates between the cannon sizes.
        /// </summary>
        /// <param name="cannon"></param>
        /// <returns></returns>
        public int GetDamage(BaseShipCannon cannon)
        {
            return(Utility.RandomMinMax(MinDamage, MaxDamage));

            // F*****g EA, after rising tide, made all cannons deal the same amount of damage. I don't get it. If they ever pull their head out of their asses, or you
            // want, use the code below...

            /*if (AmmoType == AmmunitionType.Grapeshot)
             * {
             *  return Utility.RandomMinMax(MinDamage, MaxDamage);
             * }
             *
             * int baseDamage = Utility.RandomMinMax(info.MinDamage, info.MaxDamage);
             *
             * switch (cannon.Power)
             * {
             *  default:
             *  case CannonPower.Light: return baseDamage;
             *  case CannonPower.Heavy: return baseDamage + 1500;
             *  case CannonPower.Massive: return baseDamage + 3000;
             * }*/
        }
Example #5
0
 public ShipCannonGump(PlayerMobile pm, BaseShipCannon cannon)
     : base(pm, 100, 100)
 {
     Cannon = cannon;
     TypeID = Cannon.Serial;
 }