private int GetMaterialNumber( StatueType type, StatueMaterial material ) { switch ( material ) { case StatueMaterial.Antique: switch ( type ) { case StatueType.Bronze: return 1076187; case StatueType.Jade: return 1076186; case StatueType.Marble: return 1076182; } return 1076187; case StatueMaterial.Dark: if ( type == StatueType.Marble ) return 1076183; return 1076182; case StatueMaterial.Medium: return 1076184; case StatueMaterial.Light: return 1076185; default: return 1076187; } }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_IsRewardItem = reader.ReadBool(); m_Type = (StatueType) reader.ReadInt(); }
public CharacterStatueMaker( StatueType type ) : base( 0x32F0 ) { m_Type = type; InvalidateHue(); LootType = LootType.Blessed; Weight = 5.0; }
public CharacterStatueMaker( StatueType type ) : base( 0x32F0 ) { m_Type = type; InvalidateHue(); LootType = LootType.Regular; Weight = 25.0; }
public CharacterStatueMaker(StatueType type) : base(0x32F0) { this.m_Type = type; this.InvalidateHue(); this.LootType = LootType.Blessed; this.Weight = 5.0; }
public int GetTypeNumber( StatueType type ) { switch ( type ) { case StatueType.Marble: return 1076181; case StatueType.Jade: return 1076180; case StatueType.Bronze: return 1076230; default: return 1076181; } }
public CharacterStatue( Mobile from, StatueType type ) : base() { m_Type = type; m_Pose = StatuePose.Ready; m_Material = StatueMaterial.Antique; Direction = Direction.South; AccessLevel = AccessLevel.Counselor; Hits = HitsMax; Blessed = true; Frozen = true; CloneBody( from ); CloneClothes( from ); InvalidateHues(); }
public CharacterStatue(Mobile from, StatueType type) : base() { this.m_Type = type; this.m_Pose = StatuePose.Ready; this.m_Material = StatueMaterial.Antique; this.Direction = Direction.South; this.AccessLevel = AccessLevel.Counselor; this.Hits = this.HitsMax; this.Blessed = true; this.Frozen = true; this.CloneBody(from); this.CloneClothes(from); this.InvalidateHues(); }
public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0) { m_Statue = statue; if (statue != null) { m_Type = statue.StatueType; m_IsRewardItem = statue.IsRewardItem; } LootType = LootType.Blessed; Weight = 1.0; }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); if ( version >= 1 ) { m_Type = (StatueType) reader.ReadInt(); } m_Statue = reader.ReadMobile() as CharacterStatue; m_IsRewardItem = reader.ReadBool(); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); SculptedOn = reader.ReadDateTime(); Plinth = reader.ReadItem<CharacterStatuePlinth>(); IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; if (m_SculptedBy == null || Map == Map.Internal) // Remove preview statues { Timer.DelayCall(TimeSpan.Zero, Delete); } }
/// <summary> /// This method is injected both the NPC and Item MechSpawn functions /// in order to control the return value. /// </summary> /// <returns>True to continue on to vanilla code, otherwise false</returns> internal static bool MechSpawn(float x, float y, int type, ref int num, ref int num2, ref int num3, StatueType caller) { var res = Hooks.World.Statue?.Invoke(caller, x, y, type, ref num, ref num2, ref num3); if (res.HasValue) { return(res.Value == HookResult.Continue); } return(true); }
public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0) { m_Statue = statue; if (statue != null) { m_Type = statue.StatueType; } Name = "a character statue deed"; LootType = LootType.Blessed; Weight = 1.0; }
public CharacterStatueTarget(Item maker, StatueType type) : base(-1, true, TargetFlags.None) { m_Maker = maker; m_Type = type; }
public CharacterStatueMaker(StatueType type) : base(0x32F0) { m_Type = type; InvalidateHue(); Weight = 5.0; }
/// <summary> /// This method is injected both the NPC and Item MechSpawn functions /// in order to control the return value. /// </summary> /// <returns>True to continue on to vanilla code, otherwise false</returns> internal static bool MechSpawn(float x, float y, int type, ref int num, ref int num2, ref int num3, StatueType caller) { var res = Hooks.World.Statue?.Invoke(caller, x, y, type, ref num, ref num2, ref num3); if (res.HasValue) return res.Value == HookResult.Continue; return true; }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_Material = (StatueMaterial) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; if( m_SculptedBy == null || Map == Map.Internal ) { Timer.DelayCall( TimeSpan.Zero, new TimerCallback( Delete ) ); } }
public string GetTypeName( StatueType type ) { switch ( type ) { default: case StatueType.Marble: return "Marble"; case StatueType.Jade: return "Jade"; case StatueType.Bronze: return "Bronze"; case StatueType.Bloodstone: return "Bloodstone"; case StatueType.Alabaster: return "Alabaster"; case StatueType.Granite: return "Granite"; case StatueType.Gold: return "Gold"; } }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_Material = (StatueMaterial) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; }
public CharacterStatueTarget( Item maker, StatueType type ) : base( -1, true, TargetFlags.None ) { m_Maker = maker; m_Type = type; }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); }