Kod:
using System;
using Server.Network;
using Server.Prompts;
using Server.Items;
using Server.Targeting;
namespace Server.Items
{
public class ItemBlessTarget : Target
{
private ItemBlessDeed m_Deed;
public ItemBlessTarget( ItemBlessDeed deed ) : base( 1, false, TargetFlags.None )
{
m_Deed = deed;
}
protected override void OnTarget( Mobile from, object target )
{
if ( target is Item )
{
Item item = (Item)target;
if ( item.LootType == LootType.Blessed ) // Check if its already newbied (blessed)
{
from.SendLocalizedMessage( 1045113 ); // Seçtiğiniz Item de Zaten Blessed Mevcuttur!
}
else if ( item.LootType != LootType.Regular )
{
from.SendLocalizedMessage( 1045114 ); // You can not bless that item
}
else
{
if ( !(item.IsChildOf( from.Backpack )) ) // Make sure its in their pack
{
from.SendLocalizedMessage( 500509 ); // You cannot bless that object
}
else
{
item.LootType = LootType.Blessed;
from.SendLocalizedMessage( 1010026 ); // You bless the item....
m_Deed.Delete(); // Delete the bless deed
}
}
}
else
{
from.SendLocalizedMessage( 500509 ); // You cannot bless that object
}
}
}
public class ItemBlessDeed : Item // Create the item class which is derived from the base item class
{
[Constructable]
public ItemBlessDeed() : base( 0x14F0 )
{
Weight = 1.0;
Hue = 0;
Name = "an item bless deed";
LootType = LootType.Blessed;
}
public ItemBlessDeed( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
LootType = LootType.Blessed;
int version = reader.ReadInt();
}
public override bool DisplayLootType{ get{ return false; } }
public override void OnDoubleClick( Mobile from ) // Override double click of the deed to call our target
{
if ( !IsChildOf( from.Backpack ) ) // Make sure its in their pack
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
else
{
from.SendLocalizedMessage( 500506 ); // Hangi Item inizi Bless Yapmak Istiyorsunuz?
from.Target = new ItemBlessTarget( this ); // Call our target
}
}
}
}
using Server.Network;
using Server.Prompts;
using Server.Items;
using Server.Targeting;
namespace Server.Items
{
public class ItemBlessTarget : Target
{
private ItemBlessDeed m_Deed;
public ItemBlessTarget( ItemBlessDeed deed ) : base( 1, false, TargetFlags.None )
{
m_Deed = deed;
}
protected override void OnTarget( Mobile from, object target )
{
if ( target is Item )
{
Item item = (Item)target;
if ( item.LootType == LootType.Blessed ) // Check if its already newbied (blessed)
{
from.SendLocalizedMessage( 1045113 ); // Seçtiğiniz Item de Zaten Blessed Mevcuttur!
}
else if ( item.LootType != LootType.Regular )
{
from.SendLocalizedMessage( 1045114 ); // You can not bless that item
}
else
{
if ( !(item.IsChildOf( from.Backpack )) ) // Make sure its in their pack
{
from.SendLocalizedMessage( 500509 ); // You cannot bless that object
}
else
{
item.LootType = LootType.Blessed;
from.SendLocalizedMessage( 1010026 ); // You bless the item....
m_Deed.Delete(); // Delete the bless deed
}
}
}
else
{
from.SendLocalizedMessage( 500509 ); // You cannot bless that object
}
}
}
public class ItemBlessDeed : Item // Create the item class which is derived from the base item class
{
[Constructable]
public ItemBlessDeed() : base( 0x14F0 )
{
Weight = 1.0;
Hue = 0;
Name = "an item bless deed";
LootType = LootType.Blessed;
}
public ItemBlessDeed( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
LootType = LootType.Blessed;
int version = reader.ReadInt();
}
public override bool DisplayLootType{ get{ return false; } }
public override void OnDoubleClick( Mobile from ) // Override double click of the deed to call our target
{
if ( !IsChildOf( from.Backpack ) ) // Make sure its in their pack
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
else
{
from.SendLocalizedMessage( 500506 ); // Hangi Item inizi Bless Yapmak Istiyorsunuz?
from.Target = new ItemBlessTarget( this ); // Call our target
}
}
}
}
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