public static void HandleOnItemUse(OnItemUseEventArgs e)
 {
     if (e != null && e.Item != null && e.User is PlayerMobile)
     {
         //CheckProgress<UseItemConquest>((PlayerMobile)e.User, e);
     }
 }
Exemple #2
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        private static void EventSink_OnItemUse(OnItemUseEventArgs e)
        {
            ConfiguredEquipment c = new ConfiguredEquipment();
            Item item             = e.Item;

            if (c.AttachOnEquipCreate == false)
            {
                return;
            }

            if (item is BaseArmor || item is BaseWeapon)
            {
                LevelEquipXML xmleqiip = (LevelEquipXML)XmlAttach.FindAttachment(item, typeof(LevelEquipXML));
                if (xmleqiip == null)
                {
                    XmlAttach.AttachTo(item, new LevelEquipXML());
                }
            }
        }
        private static void EventSink_OnItemUse(OnItemUseEventArgs e)
        {
            ConfiguredEquipment cfe = new ConfiguredEquipment();
            Item item = e.Item;

            if (cfe.AttachOnEquipCreateDynamicSystem == false)
            {
                return;
            }

            if (item is BaseArmor || item is BaseWeapon || item is BaseClothing || item is BaseJewel)
            {
                LevelEquipXMLDynamic xmleqiip = (LevelEquipXMLDynamic)XmlAttach.FindAttachment(item, typeof(LevelEquipXMLDynamic));
                if (xmleqiip == null)
                {
                    XmlAttach.AttachTo(item, new LevelEquipXMLDynamic());
                }
            }
        }
 public static void HandleOnItemUse(OnItemUseEventArgs e)
 {
     if (e != null && e.Item != null && e.User is PlayerMobile)
     {
         //CheckProgress<UseItemConquest>((PlayerMobile)e.User, e);
     }
 }