private void OnTargShafts(Mobile from, object target) { if (target is Shaft) { Shaft shaft = (Shaft)target; if (shaft.IsChildOf(from.Backpack)) { new Engines.Craft.FletchingSystem(this, shaft).Begin(from, null); } else { from.SendAsciiMessage("That belongs to someone else."); } } else { from.SendAsciiMessage("You can't use feathers on that."); } }
public override void OnDoubleClick(Mobile from) { base.OnDoubleClick(from); if (!IsChildOf(from.Backpack)) { from.SendMessage("That item must be in your pack in order to use it."); return; } from.SendMessage("You separate the shaft bundle and its contents are placed in your backpack."); Item[] shafts = from.Backpack.FindItemsByType(typeof(Shaft)); Shaft largestItem = null; int highestCount = 0; foreach (Item item in shafts) { Shaft shaft = item as Shaft; if (shaft.Amount > highestCount) { largestItem = shaft; } } if (largestItem != null) { largestItem.Amount += 25; } else { from.Backpack.DropItem(new Shaft(25)); } Delete(); }
public override void InitOutfit() { WipeLayers(); // black backpack. we need a backpack so our walking-dead can be disarmed, and black is cool Shaft WoodenStake = new Shaft(); WoodenStake.Hue = 51; WoodenStake.Name = "wooden stake"; PackItem(WoodenStake); Backpack.Hue = 0x01; if (Utility.RandomBool()) AddItem(new Cleaver()); else AddItem(new ButcherKnife()); // walking dead are naked if (this.Female) { Item hair = new Item(0x203C); if (Utility.RandomMinMax(0, 100) <= 20) //20% chance to have black hair { hair.Hue = 0x1; } else hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; AddItem(hair); } else { Item hair2 = new Item(Utility.RandomList(0x203C, 0x203B)); hair2.Hue = Utility.RandomHairHue(); hair2.Layer = Layer.Hair; AddItem(hair2); } }
public override void InitOutfit() { WipeLayers(); // add a "wooden stake" to our loot Shaft WoodenStake = new Shaft(); WoodenStake.Hue = 51; WoodenStake.Name = "wooden stake"; PackItem(WoodenStake); // black backpack. we need a backpack so our walking-dead can be disarmed, and black is cool Backpack.Hue = 0x01; // add Scepter Scepter weapon = new Scepter(); // can disarm, but can't steal weapon.LootType = LootType.Newbied; // can't steal (will drop on death) AddItem(weapon); Item hair = new LongHair(1); Item pants = new LongPants(0x1); Item shirt = new FancyShirt(); hair.Layer = Layer.Hair; AddItem(hair); AddItem(pants); AddItem(shirt); Item necklace = new GoldNecklace(); AddItem(necklace); Item ring = new GoldRing(); AddItem(ring); Item bracelet = new GoldBracelet(); AddItem(bracelet); Item boots = new Sandals(0x1); AddItem(boots); }
public override void Finish( CraftSystemItem item ) { End(); if ( m_Mobile.Deleted || !m_Mobile.Alive || m_Wood == null || m_Wood.Deleted ) return; if ( !CheckTool() ) return; if ( item.CreateType == typeof( Shaft ) ) { if ( HasResources( m_Wood.Amount, typeof( Shaft ) ) ) { if ( m_Mobile.CheckSkill( item.Skill, item.MinSkill, item.MaxSkill ) ) { Item created = new Shaft( m_Wood.Amount ); m_Wood.Delete(); OnSuccess( created ); } else { OnFailure(); } } else { OnNotEnoughResources(); } } else { base.Finish(item); } }
public FletchingSystem( Feather feather, Shaft shaft ) { m_Shafts = shaft; m_Feathers = feather; }