/*
http://www.runuo.com/community/threads/basic-item-that-can-only-be-equiped-by-only-one-character.527180/
Originally Scripted by Mortis
Edited/Changed by JBob (ThatDudeJBob)
Changes Made By JBob
V1.0 --------
I added the ability to evolve the weapon.
Changed how the name of the item shows.
Was "Soul Sword [Bound To Player]"
or "Iron Soul Sword [Bound To Player]"
Now "Player's Soul Sword"
[Soulbound]
Evolution Points: 0
Added Name Property to have [Un-Bound] on a new line along with the Evolution Points
V1.1 --------
V1.2 --------
V1.3 --------
*/
/*Future Plans
Non Trade-able
*/
using System;
using Server;
using Server.Network;
using Server.Items;
using Server.Mobiles;
namespace Server.Items
{
[FlipableAttribute( 0xF61, 0xF60 )]
public class SoulSword : BaseSword
{
private int mEvolutionPoints;//Sword will only evolve to 50%
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
private int BoundToSoul = 0;// Start binding value as zero.
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ConcussionBlow; } }
public override int AosStrengthReq{ get{ return 35; } }
public override int AosMinDamage{ get{ return 15; } }
public override int AosMaxDamage{ get{ return 16; } }
public override int AosSpeed{ get{ return 30; } }
public override float MlSpeed{ get{ return 2.75f; } }//Added This to fix not being able to attack stuff when the evolution stuff was added.
public override int OldStrengthReq{ get{ return 25; } }
public override int OldMinDamage{ get{ return 5; } }
public override int OldMaxDamage{ get{ return 33; } }
public override int OldSpeed{ get{ return 35; } }
public override int DefHitSound{ get{ return 0x237; } }
public override int DefMissSound{ get{ return 0x23A; } }
public override int InitMinHits{ get{ return 225; } }
public override int InitMaxHits{ get{ return 225; } }
[Constructable]
public SoulSword() : base( 0xF61 )
{
Weight = 7.0;
Name = "Soul Sword";
Resource = CraftResource.None;//Resource None so the Swords name shows correct once Bound.
BoundToSoul = 0;
// Create item with value at zero. Will show in [props as ParentEntity and RootParentEntitty as null.
Attributes.Luck = 100;
WeaponAttributes.SelfRepair = 100;
Attributes.WeaponDamage = 1;
Attributes.WeaponSpeed = 10;
Attributes.SpellChanneling = 1;
}
public override bool OnEquip( Mobile from )
{
if(BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = from.Name.ToString() + "'s Soul Sword";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote( "*" + from.Name + " feels a weird energy overwhelming their body*" );
base.OnEquip( from );
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if(BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip( from );
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage( "The sword refuses your soul" );
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty( list );
if(BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add( ""/*Green*/ + "[Un-Bound]" + ""/*Back to White*/ );
}
else if (BoundToSoul >= 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add( ""/*Green*/ + "[Soulbound]\n" + "Evolution Points: " + mEvolutionPoints.ToString() + ""/*Back to White*/ );
}
}
/*When weapon hits this gives a chance to gain Evolution Points*/
public override void OnHit(Mobile attacker, Mobile defender, double Damagebonus)
{
if (Utility.Random(2) == 1)
{
ApplyGain();
}
base.OnHit(attacker, defender,Damagebonus);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 5001)//5001 restricts evolving to 50% and 10001 is 100%
{
mEvolutionPoints++;
if ((mEvolutionPoints / 100) > 0)
{
expr = mEvolutionPoints / 100;
this.WeaponAttributes.HitHarm = expr;
this.WeaponAttributes.HitMagicArrow = expr;
}
if ((mEvolutionPoints / 200) > 0)
{
expr = mEvolutionPoints / 100;
this.WeaponAttributes.HitLightning = expr;
this.WeaponAttributes.HitFireball = expr;
this.Attributes.WeaponDamage = expr;
}
if ((25 + (mEvolutionPoints / 200)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 200));
if ((mEvolutionPoints / 2000) > 0)
{
expr = mEvolutionPoints / 2000;
this.Attributes.CastRecovery = expr;
this.Attributes.CastSpeed = expr;
}
InvalidateProperties();
}
}
public SoulSword( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) mEvolutionPoints );//Serialize(Save) how many points the Sword has.
writer.Write( (int) BoundToSoul );//Serialize who it is bound to.
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
mEvolutionPoints = reader.ReadInt();//Read on startup how many points the Sword has.
BoundToSoul = reader.ReadInt();//Read on startup who it is bound to.
}
}
}