protected override void OnTarget(Mobile from, object targeted) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } if (targeted is Mobile || targeted is Items.CertificateOfIdentity) { Mobile m = targeted as Mobile; PlayerMobile pm = targeted as PlayerMobile; Items.CertificateOfIdentity coi = null; if (targeted is Items.CertificateOfIdentity) { coi = targeted as Items.CertificateOfIdentity; if (coi.Mobile != null && coi.Mobile.Deleted == false) { // reassign m = coi.Mobile as Mobile; pm = coi.Mobile as PlayerMobile; } } if (coi != null && (coi.Mobile == null || coi.Mobile.Deleted)) { from.SendMessage("That identity certificate does not represent a player."); } else if (!m.Player) { m_Mobile.SendLocalizedMessage(501161); // You may only recruit players into the guild. } else if (!m.Alive) { m_Mobile.SendLocalizedMessage(501162); // Only the living may be recruited. } else if (m_Guild.IsMember(m)) { m_Mobile.SendLocalizedMessage(501163); // They are already a guildmember! } //Pix: IOBAlignment check else if (pm != null && !(pm.IOBAlignment == IOBAlignment.None || pm.IOBAlignment == m_Guild.IOBAlignment)) { m_Mobile.SendMessage("Only non-aligned or same-aligned can be recruited."); } else if (m_Guild.Candidates.Contains(m)) { m_Mobile.SendLocalizedMessage(501164); // They are already a candidate. } else if (m_Guild.Accepted.Contains(m)) { m_Mobile.SendLocalizedMessage(501165); // They have already been accepted for membership, and merely need to use the Guildstone to gain full membership. } else if (m.Guild != null) { m_Mobile.SendLocalizedMessage(501166); // You can only recruit candidates who are not already in a guild. } else if (m_Mobile.AccessLevel >= AccessLevel.GameMaster || m_Guild.Leader == m_Mobile) { m_Guild.Accepted.Add(m); } else { m_Guild.Candidates.Add(m); } } }
protected override void OnTarget(Mobile from, object targeted) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } if (targeted is Mobile || targeted is Items.CertificateOfIdentity) { Mobile m = targeted as Mobile; PlayerState guildState = PlayerState.Find(m_Guild.Leader); PlayerState targetState = PlayerState.Find(m); Faction guildFaction = (guildState == null ? null : guildState.Faction); Faction targetFaction = (targetState == null ? null : targetState.Faction); PlayerMobile pm = targeted as PlayerMobile; Items.CertificateOfIdentity coi = null; if (targeted is Items.CertificateOfIdentity) { coi = targeted as Items.CertificateOfIdentity; if (coi.Mobile != null && coi.Mobile.Deleted == false) { // reassign m = coi.Mobile as Mobile; pm = coi.Mobile as PlayerMobile; } } if (coi != null && (coi.Mobile == null || coi.Mobile.Deleted)) { from.SendMessage("That identity certificate does not represent a player."); } else if (!m.Player) { m_Mobile.SendLocalizedMessage(501161); // You may only recruit players into the guild. } else if (!m.Alive) { m_Mobile.SendLocalizedMessage(501162); // Only the living may be recruited. } else if (m_Guild.IsMember(m)) { m_Mobile.SendLocalizedMessage(501163); // They are already a guildmember! } #region Kin else if (pm != null && !(pm.IOBAlignment == IOBAlignment.None || pm.IOBAlignment == m_Guild.IOBAlignment)) { m_Mobile.SendMessage("Only non-aligned or same-aligned can be recruited."); } #endregion else if (m_Guild.Candidates.Contains(m)) { m_Mobile.SendLocalizedMessage(501164); // They are already a candidate. } else if (m_Guild.Accepted.Contains(m)) { m_Mobile.SendLocalizedMessage(501165); // They have already been accepted for membership, and merely need to use the Guildstone to gain full membership. } else if (m.Guild != null) { m_Mobile.SendLocalizedMessage(501166); // You can only recruit candidates who are not already in a guild. } #region Factions else if (guildFaction != targetFaction) { if (guildFaction == null) { m_Mobile.SendLocalizedMessage(1013027); // That player cannot join a non-faction guild. } else if (targetFaction == null) { m_Mobile.SendLocalizedMessage(1013026); // That player must be in a faction before joining this guild. } else { m_Mobile.SendLocalizedMessage(1013028); // That person has a different faction affiliation. } } else if (targetState != null && targetState.IsLeaving) { // OSI does this quite strangely, so we'll just do it this way m_Mobile.SendMessage("That person is quitting their faction and so you may not recruit them."); } #endregion else if (m_Mobile.AccessLevel >= AccessLevel.GameMaster || m_Guild.Leader == m_Mobile) { m_Guild.Accepted.Add(m); } else { m_Guild.Candidates.Add(m); } } }