public override void OnResponse(NetState state, RelayInfo info) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } switch (info.ButtonID) { case 0: return; // Close case 1: break; // Return to main menu case 2: { string website; if ((website = m_Guild.Website) == null || (website = website.Trim()).Length <= 0) { website = DefaultWebsite; } m_Mobile.LaunchBrowser(website); break; } } GuildGump.EnsureClosed(m_Mobile); m_Mobile.SendGump(new GuildGump(m_Mobile, m_Guild)); }
public override void OnResponse(NetState state, RelayInfo info) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } if (info.ButtonID == 1) { int[] switches = info.Switches; if (switches.Length > 0) { int index = switches[0]; if (index >= 0 && index < m_List.Count) { Mobile m = (Mobile)m_List[index]; if (m != null && !m.Deleted) { state.Mobile.GuildFealty = m; } } } } GuildGump.EnsureClosed(m_Mobile); m_Mobile.SendGump(new GuildGump(m_Mobile, m_Guild)); }
protected override void OnTargetFinish(Mobile from) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } GuildGump.EnsureClosed(m_Mobile); m_Mobile.SendGump(new GuildGump(m_Mobile, m_Guild)); }
public override void OnResponse(NetState state, RelayInfo info) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } if (info.ButtonID == 1) { GuildGump.EnsureClosed(m_Mobile); m_Mobile.SendGump(new GuildGump(m_Mobile, m_Guild)); } }
protected override void OnTarget(Mobile from, object targeted) { if (GuildGump.BadMember(m_Mobile, m_Guild)) { return; } if (targeted is Mobile) { Mobile m = (Mobile)targeted; 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); 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! } 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); } } }