private void DoClaim(Mobile from, BaseBlue pet) { pet.SetControlMaster(from); if (pet.Summoned) { pet.SummonMaster = from; } pet.ControlTarget = from; pet.ControlOrder = OrderType.Follow; pet.MoveToWorld(from.Location, from.Map); pet.IsStabled = false; }
private void DoClaim( Mobile from, BaseBlue pet ) { pet.SetControlMaster( from ); if ( pet.Summoned ) pet.SummonMaster = from; pet.ControlTarget = from; pet.ControlOrder = OrderType.Follow; pet.MoveToWorld( from.Location, from.Map ); pet.IsStabled = false; }
public void EndStable( Mobile from, BaseBlue pet ) { if ( Deleted || !from.CheckAlive() ) return; if ( !pet.Controlled ) { SayTo( from, "That cannot stay here!" ); // You can't stable that! } else if ( pet.ControlMaster != from ) { SayTo( from, "He doesn't follow your orders!" ); // You do not own that pet! } else if ( pet.IsDeadPet ) { SayTo( from, "A ghost!!!!" ); // Living pets only, please. } else if ( pet.Summoned ) { SayTo( from, 502673 ); // I can not stable summoned creatures. } #region Mondain's Legacy else if ( pet.Allured ) { SayTo( from, 1048053 ); // You can't stable that! } #endregion else if ( (pet is PackLlama || pet is PackHorse || pet is Beetle) && (pet.Backpack != null && pet.Backpack.Items.Count > 0) ) { SayTo( from, 1042563 ); // You need to unload your pet. } else if ( pet.Combatant != null && pet.InRange( pet.Combatant, 12 ) && pet.Map == pet.Combatant.Map ) { SayTo( from, "That person is at war right now!" ); // I'm sorry. Your pet seems to be busy. } else if ( from.Stabled.Count >= GetMaxStabled( from ) ) { SayTo( from, "Sorry, our Inn is full!" ); // You have too many pets in the stables! } else { Container bank = from.FindBankNoCreate(); if ( ( from.Backpack != null && from.Backpack.ConsumeTotal( typeof( Gold ), 500 ) ) || ( bank != null && bank.ConsumeTotal( typeof( Gold ), 500 ) ) ) { pet.ControlTarget = null; pet.ControlOrder = OrderType.Stay; pet.Internalize(); pet.SetControlMaster( null ); pet.SummonMaster = null; pet.IsStabled = true; from.Stabled.Add( pet ); SayTo( from, "Enjoy your stay!" ); // [AOS: Your pet has been stabled.] Very well, thy pet is stabled. Thou mayst recover it by saying 'claim' to me. In one real world week, I shall sell it off if it is not claimed! } else { SayTo( from, 502677 ); // But thou hast not the funds in thy bank account! } } }
public void EndStable(Mobile from, BaseBlue pet) { if (Deleted || !from.CheckAlive()) { return; } if (!pet.Controlled) { SayTo(from, "That cannot stay here!"); // You can't stable that! } else if (pet.ControlMaster != from) { SayTo(from, "He doesn't follow your orders!"); // You do not own that pet! } else if (pet.IsDeadPet) { SayTo(from, "A ghost!!!!"); // Living pets only, please. } else if (pet.Summoned) { SayTo(from, 502673); // I can not stable summoned creatures. } #region Mondain's Legacy else if (pet.Allured) { SayTo(from, 1048053); // You can't stable that! } #endregion else if ((pet is PackLlama || pet is PackHorse || pet is Beetle) && (pet.Backpack != null && pet.Backpack.Items.Count > 0)) { SayTo(from, 1042563); // You need to unload your pet. } else if (pet.Combatant != null && pet.InRange(pet.Combatant, 12) && pet.Map == pet.Combatant.Map) { SayTo(from, "That person is at war right now!"); // I'm sorry. Your pet seems to be busy. } else if (from.Stabled.Count >= GetMaxStabled(from)) { SayTo(from, "Sorry, our Inn is full!"); // You have too many pets in the stables! } else { Container bank = from.FindBankNoCreate(); if ((from.Backpack != null && from.Backpack.ConsumeTotal(typeof(Gold), 500)) || (bank != null && bank.ConsumeTotal(typeof(Gold), 500))) { pet.ControlTarget = null; pet.ControlOrder = OrderType.Stay; pet.Internalize(); pet.SetControlMaster(null); pet.SummonMaster = null; pet.IsStabled = true; from.Stabled.Add(pet); SayTo(from, "Enjoy your stay!"); // [AOS: Your pet has been stabled.] Very well, thy pet is stabled. Thou mayst recover it by saying 'claim' to me. In one real world week, I shall sell it off if it is not claimed! } else { SayTo(from, 502677); // But thou hast not the funds in thy bank account! } } }