public override void OnResponse(NetState sender, RelayInfo info) { if (info.ButtonID == 0 || !m_Stone.IsEmpty) { return; } Mobile from = sender.Mobile; int iSkill = info.ButtonID - 1; if (iSkill < 0 || iSkill >= from.Skills.Length) { return; } Skill skill = from.Skills[iSkill]; if (skill.Base <= 0.0) { return; } if (!m_Stone.CheckUse(from)) { return; } from.SendGump(new ConfirmSkillGump(m_Stone, skill)); }
public override void OnResponse(NetState sender, RelayInfo info) { if (info.ButtonID == 0 || !m_Stone.IsEmpty) { return; } Mobile from = sender.Mobile; if (!m_Stone.CheckUse(from)) { return; } if (info.ButtonID == 1) // Is asking for another selection { from.SendGump(new SelectSkillGump(m_Stone, from)); return; } if (m_Skill.Base <= 0.0) { return; } if (m_Skill.Lock != SkillLock.Down) { // <CENTER>Unable to Transfer Selected Skill to Soulstone</CENTER> /* You cannot transfer the selected skill to the Soulstone at this time. The selected * skill may be locked or set to raise in your skill menu. Click on "Skills" in your * paperdoll menu to check your raise/locked/lower settings and your total skills. * Make any needed adjustments, then click "Continue". If you do not wish to transfer * the selected skill at this time, click "Cancel". */ from.SendGump(new ErrorGump(m_Stone, 1070710, 1070711)); return; } m_Stone.Skill = m_Skill.SkillName; m_Stone.SkillValue = m_Skill.Base; m_Skill.Base = 0.0; from.SendLocalizedMessage(1070712); // You have successfully transferred your skill points into the Soulstone. m_Stone.LastUserName = from.Name; Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0, 0, 5060, 0); Effects.PlaySound(from.Location, from.Map, 0x243); Effects.SendMovingParticles(new Entity(Server.Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100); Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100); }
public override void OnResponse(NetState sender, RelayInfo info) { if (info.ButtonID == 0 || m_Stone.IsEmpty) { return; } Mobile from = sender.Mobile; if (!m_Stone.CheckUse(from)) { return; } m_Stone.SkillValue = 0.0; from.SendLocalizedMessage(1070726); // You have successfully deleted the Soulstone's skill points. }
public override void OnResponse(NetState sender, RelayInfo info) { if (info.ButtonID == 0) { return; } Mobile from = sender.Mobile; if (!m_Stone.CheckUse(from)) { return; } if (m_Stone.IsEmpty) { from.SendGump(new SelectSkillGump(m_Stone, from)); } else { from.SendGump(new ConfirmTransferGump(m_Stone, from)); } }
public override void OnResponse(NetState sender, RelayInfo info) { if (info.ButtonID == 0 || m_Stone.IsEmpty) { return; } Mobile from = sender.Mobile; if (!m_Stone.CheckUse(from)) { return; } if (info.ButtonID == 1) // Remove skill points { from.SendGump(new ConfirmRemovalGump(m_Stone)); return; } SkillName skill = m_Stone.Skill; double skillValue = m_Stone.SkillValue; Skill fromSkill = from.Skills[m_Stone.Skill]; /* If we have, say, 88.4 in our skill and the stone holds 100, we need * 11.6 free points. Also, if we're below our skillcap by, say, 8.2 points, * we only need 11.6 - 8.2 = 3.4 points. */ int requiredAmount = (int)(skillValue * 10) - fromSkill.BaseFixedPoint - (from.SkillsCap - from.SkillsTotal); bool cannotAbsorb = false; if (fromSkill.Lock != SkillLock.Up) { cannotAbsorb = true; } else if (requiredAmount > 0) { int available = 0; for (int i = 0; i < from.Skills.Length; ++i) { if (from.Skills[i].Lock != SkillLock.Down) { continue; } available += from.Skills[i].BaseFixedPoint; } if (requiredAmount > available) { cannotAbsorb = true; } } if (cannotAbsorb) { // <CENTER>Unable to Absorb Selected Skill from Soulstone</CENTER> /* You cannot absorb the selected skill from the Soulstone at this time. The selected * skill may be locked or set to lower in your skill menu. You may also be at your * total skill cap. Click on "Skills" in your paperdoll menu to check your * raise/locked/lower settings and your total skills. Make any needed adjustments, * then click "Continue". If you do not wish to transfer the selected skill at this * time, click "Cancel". */ from.SendGump(new ErrorGump(m_Stone, 1070717, 1070716)); return; } if (skillValue > fromSkill.Cap) { // <CENTER>Unable to Absorb Selected Skill from Soulstone</CENTER> /* The amount of skill stored in this stone exceeds your individual skill cap for * that skill. In order to retrieve the skill points stored in this stone, you must * obtain a Power Scroll of the appropriate type and level in order to increase your * skill cap. You cannot currently retrieve the skill points stored in this stone. */ from.SendGump(new ErrorGump(m_Stone, 1070717, 1070715)); return; } if (fromSkill.Base >= skillValue) { // <CENTER>Unable to Absorb Selected Skill from Soulstone</CENTER> /* You cannot transfer the selected skill to the Soulstone at this time. The selected * skill has a skill level higher than what is stored in the Soulstone. */ // Wrong message?! from.SendGump(new ErrorGump(m_Stone, 1070717, 1070802)); return; } #region Scroll of Alacrity PlayerMobile pm = from as PlayerMobile; if (pm.AcceleratedStart > DateTime.Now) { // <CENTER>Unable to Absorb Selected Skill from Soulstone</CENTER> /*You may not use a soulstone while your character is under the effects of a Scroll of Alacrity.*/ // Wrong message?! from.SendGump(new ErrorGump(m_Stone, 1070717, 1078115)); return; } #endregion if (requiredAmount > 0) { for (int i = 0; i < from.Skills.Length; ++i) { if (from.Skills[i].Lock != SkillLock.Down) { continue; } if (requiredAmount >= from.Skills[i].BaseFixedPoint) { requiredAmount -= from.Skills[i].BaseFixedPoint; from.Skills[i].Base = 0.0; } else { from.Skills[i].BaseFixedPoint -= requiredAmount; break; } } } fromSkill.Base = skillValue; m_Stone.SkillValue = 0.0; from.SendLocalizedMessage(1070713); // You have successfully absorbed the Soulstone's skill points. m_Stone.LastUserName = from.Name; Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0, 0, 5060, 0); Effects.PlaySound(from.Location, from.Map, 0x243); Effects.SendMovingParticles(new Entity(Server.Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100); Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100); if (m_Stone is SoulstoneFragment) { SoulstoneFragment frag = m_Stone as SoulstoneFragment; if (--frag.UsesRemaining <= 0) { from.SendLocalizedMessage(1070974); // You have used up your soulstone fragment. } } }