public RepairContext(BaseShipCannon cannon, Mobile from) : base(1116602, 2) { From = from; Cannon = cannon; Enabled = Cannon.DamageState != DamageLevel.Pristine; }
public UnloadContext(BaseShipCannon cannon, Mobile from) : base(1116072, 2) { From = from; Cannon = cannon; Enabled = cannon.CanLight; }
public DismantleContext(BaseShipCannon cannon, Mobile from) : base(1116069, 2) { From = from; Cannon = cannon; Enabled = cannon.Empty && Cannon.DamageState == DamageLevel.Pristine; }
/// <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; * }*/ }
public ShipCannonGump(PlayerMobile pm, BaseShipCannon cannon) : base(pm, 100, 100) { Cannon = cannon; TypeID = Cannon.Serial; }