public override bool CheckLift(Mobile from, Item item, ref LRReason reject)
        {           // Thwart lift macros
            if (LiftMemory.Recall(from))
            {       // throttle
                from.SendMessage("You thrust your hand into the chest but come up empty handed.");
                reject = LRReason.Inspecific;
                return(false);
            }
            else
            {
                LiftMemory.Remember(from, 1.8);
            }

            // get the normal "it is locked" message
            bool bResult = base.CheckLift(from, item, ref reject);

            // if a Player had the chest open when we auto-load it, prevent them from taking stuff untill it is opened leagally.
            if (bResult == true && item != this)
            {
                if (from != null && from.AccessLevel == AccessLevel.Player)
                {
                    if (this.Locked == true || this.TrapPower > 0)
                    {
                        from.SendMessage("The chest is locked, so you cannot access that.");
                        bResult = false;
                    }
                }
            }

            return(bResult);
        }
Exemplo n.º 2
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        public override bool CheckLift(Mobile from, Item item, ref LRReason reject)
        {               // Thwart lift macros
            if (LiftMemory.Recall(from))
            {           // throttle
                from.SendMessage("You thrust your hand into the chest but come up empty handed.");
                reject = LRReason.Inspecific;
                return(false);
            }
            else
            {
                LiftMemory.Remember(from, 1.8);
            }

            return(CheckLoot(from, true) && base.CheckLift(from, item, ref reject));
        }