public WallWorkEntry(Mobile from, BaseFortificationWall wall, bool repair, bool full) : base(5121, 2) { m_Wall = wall; m_From = from; m_Repair = repair; m_Full = full; if (repair == false) { this.Number = 5009; //Smite if (full == true) { this.Number = 6275; //Demolish -- //5011; //Delete } } else { this.Number = 5121; //Refresh if (full == true) { this.Number = 5006; //Resurrect } } Enabled = true; }
public InternalPlacementTimer(Mobile m, Point3D loc, BaseFortificationWall wall) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) { m_Mobile = m; m_Map = m.Map; m_Location = loc; m_Wall = wall; m_MobLoc = new Point3D(m.Location); m_Mobile.Animate(11, 5, 1, true, false, 0); Priority = TimerPriority.OneSecond; }
public InternalWorkTimer(Mobile m, BaseFortificationWall wall, bool bRepair, bool bFull) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) { m_Mobile = m; m_Wall = wall; m_bRepair = bRepair; m_bFull = bFull; m_MobLoc = new Point3D(m.Location); m_Mobile.Animate(11, 5, 1, true, false, 0); Priority = TimerPriority.OneSecond; }
protected override void OnTarget(Mobile from, object targeted) { if (targeted is Item) { if (targeted is BaseFortificationWall) { BaseFortificationWall wall = targeted as BaseFortificationWall; wall.Change(from); } else { from.SendMessage("You must target a township wall that you own."); } } else { from.SendMessage("You must target a township wall that you own."); } }
public bool CanDamageWall(Mobile m, BaseFortificationWall wall) { if (m == null || m.Backpack == null) { return(false); } if (wall is StoneFortificationWall) { if (m.Weapon is Sledgehammer) { return(true); } else { m.SendMessage("You'll need to equip a sledgehammer to damage that wall."); return(false); } } if (wall is SpearFortificationWall) { if (m.Weapon is DemolitionAx) { return(true); } else { m.SendMessage("You'll need to equip a demolition ax to damage that wall."); return(false); } } // don't know this wall type m.SendMessage("You're unable to damage this wall."); return(false); }
public InspectWallEntry(Mobile from, BaseFortificationWall wall) : base(6121, 6) { m_Wall = wall; m_From = from; }
public WallWorkEntry(Mobile from, BaseFortificationWall wall, bool repair) : this(from, wall, repair, false) { }
public RepairWallEntry(Mobile from, BaseFortificationWall wall, bool repair, bool full) : base(5121, 2) { m_Wall = wall; m_From = from; m_Repair = repair; m_Full = full; if (repair == false) { this.Number = 5009; //Smite if (full == true) { this.Number = 6275; //Demolish -- //5011; //Delete } } else { this.Number = 5121; //Refresh if (full == true) { this.Number = 5006; //Resurrect } } Enabled = true; }
public RepairWallEntry(Mobile from, BaseFortificationWall wall, bool repair) : this(from, wall, repair, false) { }
public InternalRepairDamageTimer(Mobile m, BaseFortificationWall wall, bool bRepair, bool bFull) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) { m_Mobile = m; m_Wall = wall; m_bRepair = bRepair; m_bFull = bFull; m_MobLoc = new Point3D(m.Location); m_Mobile.Animate(11, 5, 1, true, false, 0); Priority = TimerPriority.OneSecond; }