alonerapper - 24-11-2010 22:50 GMT -
Arkadaşlar ben bi alanı safe zone yapmak istiyorum onu nasıl yapıcam bana birisi yardımcı olsun o kadar yardım konusu açtım kimse yardım etmiyor bari buna yardım edin !
Arkadaşlar ben bi alanı safe zone yapmak istiyorum onu nasıl yapıcam bana birisi yardımcı olsun o kadar yardım konusu açtım kimse yardım etmiyor bari buna yardım edin !
Perseus - 24-11-2010 23:05 GMT -
bunun için biraz araştırma yaparsan güzel kardeşim 0 dan alan kurmayı öğrenebilirsinki alan kurma burdan biraz zor sen axis karıştır orda zeminler duvarlar süsler gibi bölümler bulunuyor ordan kurabılırsın axis kolay yöntemi komutla oluyor itemin komutunu bılmen gerekır.
bunun için biraz araştırma yaparsan güzel kardeşim 0 dan alan kurmayı öğrenebilirsinki alan kurma burdan biraz zor sen axis karıştır orda zeminler duvarlar süsler gibi bölümler bulunuyor ordan kurabılırsın axis kolay yöntemi komutla oluyor itemin komutunu bılmen gerekır.
Reblock - 25-11-2010 00:11 GMT -
alanı safe yapmak istemiş arkadaş aklıma tam gelmedi script olarak zaten bilmiyorumda bi komutu vardı .region.safe 1 yada 0 mı ne yapıyoduk bi dene bakalım
alanı safe yapmak istemiş arkadaş aklıma tam gelmedi script olarak zaten bilmiyorumda bi komutu vardı .region.safe 1 yada 0 mı ne yapıyoduk bi dene bakalım
deep.smyrna - 25-11-2010 11:31 GMT -
.serv.region safe 1 yap bulunduğun region alan Safe Olur. Çıkarmak İstersende Safe 0 Yap.
.serv.region safe 1 yap bulunduğun region alan Safe Olur. Çıkarmak İstersende Safe 0 Yap.
alonerapper - 25-11-2010 21:53 GMT -
arkadaşlar saolun ama ben Runuo bölümüne açtım konuyu yani runuo da safe zone nasıl yapılır onu öğrenmek istiyorum :S
Düzeltme : Arkadaşlar bu sorunumuda kendim hallettim kullandığım scriptler ise...
RegionBounds.cs
RegionControl.cs
RegionControlGump.cs
RestrickGump.cs
RemoveAreaGump.cs
Sizlerde Bunları Kullanarak Bir alanı istediğiniz şekilde ayarlıyabilirsiniz.
Son güncelleme: alonerapper tarafından 11-12-2011 19:01 GMT tarihinde, önce.
arkadaşlar saolun ama ben Runuo bölümüne açtım konuyu yani runuo da safe zone nasıl yapılır onu öğrenmek istiyorum :S
Düzeltme : Arkadaşlar bu sorunumuda kendim hallettim kullandığım scriptler ise...
RegionBounds.cs
Kod:
using System;
using Server;
using System.Collections;
using Server.Regions;
using Server.Targeting;
using Server.Items;
namespace Server.Commands
{
public class RegionBounds
{
public static void Initialize()
{
CommandSystem.Register( "RegionBounds", AccessLevel.GameMaster, new CommandEventHandler( RegionBounds_OnCommand ) );
}
[Usage( "RegionBounds" )]
[Description( "Displays the bounding area of either a targeted Mobile's region or the Bounding area of a targeted RegionControl." )]
private static void RegionBounds_OnCommand( CommandEventArgs e )
{
e.Mobile.Target = new RegionBoundTarget();
e.Mobile.SendMessage( "Target a Mobile or RegionControl" );
e.Mobile.SendMessage( "Please note that Players will also be able to see the bounds of the Region." );
}
private class RegionBoundTarget : Target
{
public RegionBoundTarget() : base( -1, false, TargetFlags.None )
{
}
protected override void OnTarget( Mobile from, object targeted )
{
if( targeted is Mobile )
{
Mobile m = (Mobile)targeted;
Region r = m.Region;
if( r == m.Map.DefaultRegion )
{
from.SendMessage( "The Region is the Default region for the entire map and as such, cannot have it's bounds displayed." );
return;
}
from.SendMessage( String.Format( "That Mobile's region is of type {0}, with a priority of {1}.", r.GetType().FullName, r.Priority.ToString() ));
ShowRegionBounds(r, from, false, true);
}
else if( targeted is RegionControl )
{
RegionControl control = ((RegionControl)targeted);
Region r = control.Region;
if (control.Active)
{
if (control.RegionArea == null || control.RegionArea.Length == 0 || r == null)
{
from.SendMessage("Region area not defined for targeted RegionControl.");
return;
}
from.SendMessage("Displaying targeted RegionControl's ACTIVE Region...");
ShowRegionBounds(r, from, true, true);
}
else
{
if (control.RegionArea == null || control.RegionArea.Length == 0)
{
from.SendMessage("Region area not defined for targeted RegionControl.");
return;
}
r = new CustomRegion(control);
if (r == null)
{
from.SendMessage("Region area not defined for targeted RegionControl.");
return;
}
from.SendMessage("Displaying targeted RegionControl's INACTIVE Region...");
ShowRegionBounds(r, from, true, false);
}
}
else
{
from.SendMessage( "That is not a Mobile or a RegionControl" );
}
}
}
public static void ShowRectBounds(Rectangle3D r, Map m, Mobile from, bool control, bool active)
{
if (m == Map.Internal || m == null)
return;
int hue = 0;
if(control && active)
hue = 0x3F;
else if(control && !active)
hue = 0x26;
else if(!control)
hue = 1151;
Point3D p1 = new Point3D(r.Start.X, r.Start.Y - 1, from.Z); //So we dont' need to create a new one each point
Point3D p2 = new Point3D(r.Start.X, r.Start.Y + r.Height - 1, from.Z); //So we dont' need to create a new one each point
Effects.SendLocationEffect(new Point3D(r.Start.X - 1, r.Start.Y - 1, from.Z), m, 251, 75, 1, hue, 3); //Top Corner //Testing color
for (int x = r.Start.X; x <= (r.Start.X + r.Width - 1); x++)
{
p1.X = x;
p2.X = x;
p1.Z = from.Z;
p2.Z = from.Z;
Effects.SendLocationEffect(p1, m, 249, 75, 1, hue, 3); //North bound
Effects.SendLocationEffect(p2, m, 249, 75, 1, hue, 3); //South bound
}
p1 = new Point3D(r.Start.X - 1, r.Start.Y - 1, from.Z);
p2 = new Point3D(r.Start.X + r.Width - 1, r.Start.Y, from.Z);
for (int y = r.Start.Y; y <= (r.Start.Y + r.Height - 1); y++)
{
p1.Y = y;
p2.Y = y;
p1.Z = from.Z;
p2.Z = from.Z;
Effects.SendLocationEffect(p1, m, 250, 75, 1, hue, 3); //West Bound
Effects.SendLocationEffect(p2, m, 250, 75, 1, hue, 3); //East Bound
}
}
public static void ShowRegionBounds(Region r, Mobile from, bool control, bool active)
{
if (r == null)
return;
foreach (Rectangle3D rect in r.Area)
{
ShowRectBounds(rect, r.Map, from, control, active);
}
}
}
}
RegionControl.cs
Kod:
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Server.Spells;
using Server.Items;
using Server.Regions;
using System.Collections;
using Server.SkillHandlers;
using Server.Gumps;
namespace Server.Items
{
public enum RegionFlag : uint
{
None = 0x00000000,
AllowBenefitPlayer = 0x00000001,
AllowHarmPlayer = 0x00000002,
AllowHousing = 0x00000004,
AllowSpawn = 0x00000008,
CanBeDamaged = 0x00000010,
CanHeal = 0x00000020,
CanRessurect = 0x00000040,
CanUseStuckMenu = 0x00000080,
ItemDecay = 0x00000100,
ShowEnterMessage = 0x00000200,
ShowExitMessage = 0x00000400,
AllowBenefitNPC = 0x00000800,
AllowHarmNPC = 0x00001000,
CanMountEthereal = 0x000002000,
// ToDo: Change to "CanEnter"
CanEnter = 0x000004000,
CanLootPlayerCorpse = 0x000008000,
CanLootNPCCorpse = 0x000010000,
// ToDo: Change to "CanLootOwnCorpse"
CanLootOwnCorpse = 0x000020000,
CanUsePotions = 0x000040000,
IsGuarded = 0x000080000,
// Obsolete, needed for old versions for DeSer.
NoPlayerCorpses = 0x000100000,
NoItemDrop = 0x000200000,
//
EmptyNPCCorpse = 0x000400000,
EmptyPlayerCorpse = 0x000800000,
DeleteNPCCorpse = 0x001000000,
DeletePlayerCorpse = 0x002000000,
ResNPCOnDeath = 0x004000000,
ResPlayerOnDeath = 0x008000000,
MoveNPCOnDeath = 0x010000000,
MovePlayerOnDeath = 0x020000000,
NoPlayerItemDrop = 0x040000000,
NoNPCItemDrop = 0x080000000
}
public class RegionControl : Item
{
private static List<RegionControl> m_AllControls = new List<RegionControl>();
public static List<RegionControl> AllControls
{
get { return m_AllControls; }
}
#region Region Flags
private RegionFlag m_Flags;
public RegionFlag Flags
{
get { return m_Flags; }
set { m_Flags = value; }
}
public bool GetFlag(RegionFlag flag)
{
return ((m_Flags & flag) != 0);
}
public void SetFlag(RegionFlag flag, bool value)
{
if (value)
m_Flags |= flag;
else
{
m_Flags &= ~flag;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowBenefitPlayer
{
get { return GetFlag(RegionFlag.AllowBenefitPlayer); }
set { SetFlag(RegionFlag.AllowBenefitPlayer, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowHarmPlayer
{
get { return GetFlag(RegionFlag.AllowHarmPlayer); }
set { SetFlag(RegionFlag.AllowHarmPlayer, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowHousing
{
get { return GetFlag(RegionFlag.AllowHousing); }
set { SetFlag(RegionFlag.AllowHousing, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowSpawn
{
get { return GetFlag(RegionFlag.AllowSpawn); }
set { SetFlag(RegionFlag.AllowSpawn, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanBeDamaged
{
get { return GetFlag(RegionFlag.CanBeDamaged); }
set { SetFlag(RegionFlag.CanBeDamaged, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanMountEthereal
{
get { return GetFlag(RegionFlag.CanMountEthereal); }
set { SetFlag(RegionFlag.CanMountEthereal, value); }
}
// ToDo: Change to "CanEnter"
[CommandProperty(AccessLevel.GameMaster)]
public bool CanEnter
{
get { return GetFlag(RegionFlag.CanEnter); }
set { SetFlag(RegionFlag.CanEnter, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanHeal
{
get { return GetFlag(RegionFlag.CanHeal); }
set { SetFlag(RegionFlag.CanHeal, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanRessurect
{
get { return GetFlag(RegionFlag.CanRessurect); }
set { SetFlag(RegionFlag.CanRessurect, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanUseStuckMenu
{
get { return GetFlag(RegionFlag.CanUseStuckMenu); }
set { SetFlag(RegionFlag.CanUseStuckMenu, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool ItemDecay
{
get { return GetFlag(RegionFlag.ItemDecay); }
set { SetFlag(RegionFlag.ItemDecay, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowBenefitNPC
{
get { return GetFlag(RegionFlag.AllowBenefitNPC); }
set { SetFlag(RegionFlag.AllowBenefitNPC, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool AllowHarmNPC
{
get { return GetFlag(RegionFlag.AllowHarmNPC); }
set { SetFlag(RegionFlag.AllowHarmNPC, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool ShowEnterMessage
{
get { return GetFlag(RegionFlag.ShowEnterMessage); }
set { SetFlag(RegionFlag.ShowEnterMessage, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool ShowExitMessage
{
get { return GetFlag(RegionFlag.ShowExitMessage); }
set { SetFlag(RegionFlag.ShowExitMessage, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanLootPlayerCorpse
{
get { return GetFlag(RegionFlag.CanLootPlayerCorpse); }
set { SetFlag(RegionFlag.CanLootPlayerCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanLootNPCCorpse
{
get { return GetFlag(RegionFlag.CanLootNPCCorpse); }
set { SetFlag(RegionFlag.CanLootNPCCorpse, value); }
}
// ToDo: Change to "CanLootOwnCorpse"
[CommandProperty(AccessLevel.GameMaster)]
public bool CanLootOwnCorpse
{
get { return GetFlag(RegionFlag.CanLootOwnCorpse); }
set { SetFlag(RegionFlag.CanLootOwnCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanUsePotions
{
get { return GetFlag(RegionFlag.CanUsePotions); }
set { SetFlag(RegionFlag.CanUsePotions, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsGuarded
{
get
{ return GetFlag(RegionFlag.IsGuarded); }
set
{
SetFlag(RegionFlag.IsGuarded, value);
if (m_Region != null)
m_Region.Disabled = !value;
Timer.DelayCall(TimeSpan.FromSeconds(2.0), new TimerCallback(UpdateRegion));
}
}
// OBSOLETE, needed for old Deser
public bool NoPlayerCorpses
{
get { return GetFlag(RegionFlag.NoPlayerCorpses); }
set { SetFlag(RegionFlag.NoPlayerCorpses, value); }
}
public bool NoItemDrop
{
get { return GetFlag(RegionFlag.NoItemDrop); }
set { SetFlag(RegionFlag.NoItemDrop, value); }
}
// END OBSOLETE
[CommandProperty(AccessLevel.GameMaster)]
public bool EmptyNPCCorpse
{
get { return GetFlag(RegionFlag.EmptyNPCCorpse); }
set { SetFlag(RegionFlag.EmptyNPCCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool EmptyPlayerCorpse
{
get { return GetFlag(RegionFlag.EmptyPlayerCorpse); }
set { SetFlag(RegionFlag.EmptyPlayerCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool DeleteNPCCorpse
{
get { return GetFlag(RegionFlag.DeleteNPCCorpse); }
set { SetFlag(RegionFlag.DeleteNPCCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool DeletePlayerCorpse
{
get { return GetFlag(RegionFlag.DeletePlayerCorpse); }
set { SetFlag(RegionFlag.DeletePlayerCorpse, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool ResNPCOnDeath
{
get { return GetFlag(RegionFlag.ResNPCOnDeath); }
set { SetFlag(RegionFlag.ResNPCOnDeath, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool ResPlayerOnDeath
{
get { return GetFlag(RegionFlag.ResPlayerOnDeath); }
set { SetFlag(RegionFlag.ResPlayerOnDeath, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool MoveNPCOnDeath
{
get { return GetFlag(RegionFlag.MoveNPCOnDeath); }
set
{
if (MoveNPCToMap == null || MoveNPCToMap == Map.Internal || MoveNPCToLoc == Point3D.Zero)
SetFlag(RegionFlag.MoveNPCOnDeath, false);
else
SetFlag(RegionFlag.MoveNPCOnDeath, value);
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool MovePlayerOnDeath
{
get { return GetFlag(RegionFlag.MovePlayerOnDeath); }
set
{
if (MovePlayerToMap == null || MovePlayerToMap == Map.Internal || MovePlayerToLoc == Point3D.Zero)
SetFlag(RegionFlag.MovePlayerOnDeath, false);
else
SetFlag(RegionFlag.MovePlayerOnDeath, value);
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool NoPlayerItemDrop
{
get { return GetFlag(RegionFlag.NoPlayerItemDrop); }
set { SetFlag(RegionFlag.NoPlayerItemDrop, value); }
}
[CommandProperty(AccessLevel.GameMaster)]
public bool NoNPCItemDrop
{
get { return GetFlag(RegionFlag.NoNPCItemDrop); }
set { SetFlag(RegionFlag.NoNPCItemDrop, value); }
}
# endregion
#region Region Restrictions
private BitArray m_RestrictedSpells;
private BitArray m_RestrictedSkills;
public BitArray RestrictedSpells
{
get { return m_RestrictedSpells; }
}
public BitArray RestrictedSkills
{
get { return m_RestrictedSkills; }
}
# endregion
# region Region Related Objects
private CustomRegion m_Region;
private Rectangle3D[] m_RegionArea;
public CustomRegion Region
{
get { return m_Region; }
}
[CommandProperty(AccessLevel.GameMaster)]
public Rectangle3D[] RegionArea
{
get { return m_RegionArea; }
set { m_RegionArea = value; }
}
# endregion
# region Control Properties
private bool m_Active = true;
[CommandProperty(AccessLevel.GameMaster)]
public bool Active
{
get { return m_Active; }
set
{
if (m_Active != value)
{
m_Active = value;
UpdateRegion();
}
}
}
# endregion
# region Region Properties
private string m_RegionName;
private int m_RegionPriority;
private MusicName m_Music;
private TimeSpan m_PlayerLogoutDelay;
private int m_LightLevel;
private Map m_MoveNPCToMap;
private Point3D m_MoveNPCToLoc;
private Map m_MovePlayerToMap;
private Point3D m_MovePlayerToLoc;
[CommandProperty(AccessLevel.GameMaster)]
public string RegionName
{
get { return m_RegionName; }
set
{
if (Map != null && !RegionNameTaken(value))
m_RegionName = value;
else if (Map != null)
Console.WriteLine("RegionName not changed for {0}, {1} already has a Region with the name of {2}", this, Map, value);
else if(Map == null)
Console.WriteLine("RegionName not changed for {0} to {1}, it's Map value was null", this, value);
UpdateRegion();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int RegionPriority
{
get { return m_RegionPriority; }
set
{
m_RegionPriority = value;
UpdateRegion();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public MusicName Music
{
get { return m_Music; }
set
{
m_Music = value;
UpdateRegion();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public TimeSpan PlayerLogoutDelay
{
get{ return m_PlayerLogoutDelay; }
set
{
m_PlayerLogoutDelay = value;
UpdateRegion();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int LightLevel
{
get { return m_LightLevel; }
set
{
m_LightLevel = value;
UpdateRegion();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Map MoveNPCToMap
{
get { return m_MoveNPCToMap; }
set
{
if (value != Map.Internal)
m_MoveNPCToMap = value;
else
SetFlag(RegionFlag.MoveNPCOnDeath, false);
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Point3D MoveNPCToLoc
{
get { return m_MoveNPCToLoc; }
set
{
if (value != Point3D.Zero)
m_MoveNPCToLoc = value;
else
SetFlag(RegionFlag.MoveNPCOnDeath, false);
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Map MovePlayerToMap
{
get { return m_MovePlayerToMap; }
set
{
if (value != Map.Internal)
m_MovePlayerToMap = value;
else
SetFlag(RegionFlag.MovePlayerOnDeath, false);
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Point3D MovePlayerToLoc
{
get { return m_MovePlayerToLoc; }
set
{
if (value != Point3D.Zero)
m_MovePlayerToLoc = value;
else
SetFlag(RegionFlag.MovePlayerOnDeath, false);
}
}
private Point3D m_CustomGoLocation;
[CommandProperty(AccessLevel.GameMaster)]
public Point3D CustomGoLocation
{
get { return m_Region.GoLocation; }
set
{
m_Region.GoLocation = value;
m_CustomGoLocation = value;
UpdateRegion();
}
}
# endregion
[Constructable]
public RegionControl() : base ( 5609 )
{
Visible = false;
Movable = false;
Name = "Region Controller";
if (m_AllControls == null)
m_AllControls = new List<RegionControl>();
m_AllControls.Add(this);
m_RegionName = FindNewName("Custom Region");
m_RegionPriority = CustomRegion.DefaultPriority;
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
}
[Constructable]
public RegionControl(Rectangle2D rect): base(5609)
{
Visible = false;
Movable = false;
Name = "Region Controller";
if (m_AllControls == null)
m_AllControls = new List<RegionControl>();
m_AllControls.Add(this);
m_RegionName = FindNewName("Custom Region");
m_RegionPriority = CustomRegion.DefaultPriority;
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
Rectangle3D newrect = Server.Region.ConvertTo3D(rect);
DoChooseArea(null, this.Map, newrect.Start, newrect.End, this);
UpdateRegion();
}
[Constructable]
public RegionControl(Rectangle3D rect): base(5609)
{
Visible = false;
Movable = false;
Name = "Region Controller";
if (m_AllControls == null)
m_AllControls = new List<RegionControl>();
m_AllControls.Add(this);
m_RegionName = FindNewName("Custom Region");
m_RegionPriority = CustomRegion.DefaultPriority;
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
DoChooseArea(null, this.Map, rect.Start, rect.End, this);
UpdateRegion();
}
[Constructable]
public RegionControl(Rectangle2D[] rects): base(5609)
{
Visible = false;
Movable = false;
Name = "Region Controller";
if (m_AllControls == null)
m_AllControls = new List<RegionControl>();
m_AllControls.Add(this);
m_RegionName = FindNewName("Custom Region");
m_RegionPriority = CustomRegion.DefaultPriority;
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
foreach (Rectangle2D rect2d in rects)
{
Rectangle3D newrect = Server.Region.ConvertTo3D(rect2d);
DoChooseArea(null, this.Map, newrect.Start, newrect.End, this);
}
UpdateRegion();
}
[Constructable]
public RegionControl(Rectangle3D[] rects): base(5609)
{
Visible = false;
Movable = false;
Name = "Region Controller";
if (m_AllControls == null)
m_AllControls = new List<RegionControl>();
m_AllControls.Add(this);
m_RegionName = FindNewName("Custom Region");
m_RegionPriority = CustomRegion.DefaultPriority;
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
foreach (Rectangle3D rect3d in rects)
{
DoChooseArea(null, this.Map, rect3d.Start, rect3d.End, this);
}
UpdateRegion();
}
public RegionControl( Serial serial ) : base( serial )
{
}
#region Control Special Voids
public bool RegionNameTaken(string testName)
{
if (m_AllControls != null)
{
foreach (RegionControl control in m_AllControls)
{
if (control.RegionName == testName && control != this)
return true;
}
}
return false;
}
public string FindNewName(string oldName)
{
int i = 1;
string newName = oldName;
while( RegionNameTaken(newName) )
{
newName = oldName;
newName += String.Format(" {0}", i);
i++;
}
return newName;
}
public void UpdateRegion()
{
if (m_Region != null)
m_Region.Unregister();
if (this.Map != null && this.Active)
{
if (this != null && this.RegionArea != null && this.RegionArea.Length > 0)
{
m_Region = new CustomRegion(this);
m_Region.GoLocation = m_CustomGoLocation;
m_Region.Register();
}
else
m_Region = null;
}
else
m_Region = null;
}
public void RemoveArea(int index, Mobile from)
{
try
{
List<Rectangle3D> rects = new List<Rectangle3D>();
foreach (Rectangle3D rect in m_RegionArea)
rects.Add(rect);
rects.RemoveAt(index);
m_RegionArea = rects.ToArray();
UpdateRegion();
from.SendMessage("Area Removed!");
}
catch
{
from.SendMessage("Removing of Area Failed!");
}
}
public static int GetRegistryNumber(ISpell s)
{
Type[] t = SpellRegistry.Types;
for (int i = 0; i < t.Length; i++)
{
if (s.GetType() == t<i>)
return i;
}
return -1;
}
public bool IsRestrictedSpell(ISpell s)
{
if (m_RestrictedSpells.Length != SpellRegistry.Types.Length)
{
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
for (int i = 0; i < m_RestrictedSpells.Length; i++)
m_RestrictedSpells<i> = false;
}
int regNum = GetRegistryNumber(s);
if (regNum < 0) //Happens with unregistered Spells
return false;
return m_RestrictedSpells[regNum];
}
public bool IsRestrictedSkill(int skill)
{
if (m_RestrictedSkills.Length != SkillInfo.Table.Length)
{
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
for (int i = 0; i < m_RestrictedSkills.Length; i++)
m_RestrictedSkills<i> = false;
}
if (skill < 0)
return false;
return m_RestrictedSkills[skill];
}
public void ChooseArea(Mobile m)
{
BoundingBoxPicker.Begin(m, new BoundingBoxCallback(CustomRegion_Callback), this);
}
public void CustomRegion_Callback(Mobile from, Map map, Point3D start, Point3D end, object state)
{
DoChooseArea(from, map, start, end, state);
}
public void DoChooseArea(Mobile from, Map map, Point3D start, Point3D end, object control)
{
if (this != null)
{
List<Rectangle3D> areas = new List<Rectangle3D>();
if (this.m_RegionArea != null)
{
foreach (Rectangle3D rect in this.m_RegionArea)
areas.Add(rect);
}
if (start.Z == end.Z || start.Z < end.Z)
{
if (start.Z != Server.Region.MinZ)
--start.Z;
if (end.Z != Server.Region.MaxZ)
++end.Z;
}
else
{
if (start.Z != Server.Region.MaxZ)
++start.Z;
if (end.Z != Server.Region.MinZ)
--end.Z;
}
Rectangle3D newrect = new Rectangle3D(start, end);
areas.Add(newrect);
this.m_RegionArea = areas.ToArray();
this.UpdateRegion();
}
}
# endregion
#region Control Overrides
public override void OnDoubleClick(Mobile m)
{
if (m.AccessLevel >= AccessLevel.GameMaster)
{
if (m_RestrictedSpells.Length != SpellRegistry.Types.Length)
{
m_RestrictedSpells = new BitArray(SpellRegistry.Types.Length);
for (int i = 0; i < m_RestrictedSpells.Length; i++)
m_RestrictedSpells<i> = false;
m.SendMessage("Resetting all restricted Spells due to Spell change");
}
if (m_RestrictedSkills.Length != SkillInfo.Table.Length)
{
m_RestrictedSkills = new BitArray(SkillInfo.Table.Length);
for (int i = 0; i < m_RestrictedSkills.Length; i++)
m_RestrictedSkills<i> = false;
m.SendMessage("Resetting all restricted Skills due to Skill change");
}
m.CloseGump(typeof(RegionControlGump));
m.SendGump(new RegionControlGump(this));
m.SendMessage("Don't forget to props this object for more options!");
m.CloseGump(typeof(RemoveAreaGump));
m.SendGump(new RemoveAreaGump(this));
}
}
public override void OnMapChange()
{
UpdateRegion();
base.OnMapChange();
}
public override void OnDelete()
{
if (m_Region != null)
m_Region.Unregister();
if (m_AllControls != null)
m_AllControls.Remove(this);
base.OnDelete();
}
# endregion
#region Ser/Deser Helpers
public static void WriteBitArray(GenericWriter writer, BitArray ba)
{
writer.Write(ba.Length);
for (int i = 0; i < ba.Length; i++)
{
writer.Write(ba<i>);
}
return;
}
public static BitArray ReadBitArray(GenericReader reader)
{
int size = reader.ReadInt();
BitArray newBA = new BitArray(size);
for (int i = 0; i < size; i++)
{
newBA<i> = reader.ReadBool();
}
return newBA;
}
public static void WriteRect3DArray(GenericWriter writer, Rectangle3D[] ary)
{
if (ary == null)
{
writer.Write(0);
return;
}
writer.Write(ary.Length);
for (int i = 0; i < ary.Length; i++)
{
Rectangle3D rect = ((Rectangle3D)ary<i>);
writer.Write((Point3D)rect.Start);
writer.Write((Point3D)rect.End);
}
return;
}
public static List<Rectangle2D> ReadRect2DArray(GenericReader reader)
{
int size = reader.ReadInt();
List<Rectangle2D> newAry = new List<Rectangle2D>();
for (int i = 0; i < size; i++)
{
newAry.Add(reader.ReadRect2D());
}
return newAry;
}
public static Rectangle3D[] ReadRect3DArray(GenericReader reader)
{
int size = reader.ReadInt();
List<Rectangle3D> newAry = new List<Rectangle3D>();
for (int i = 0; i < size; i++)
{
Point3D start = reader.ReadPoint3D();
Point3D end = reader.ReadPoint3D();
newAry.Add(new Rectangle3D(start,end));
}
return newAry.ToArray();
}
# endregion
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 5 ); // version
writer.Write((Point3D)CustomGoLocation);
WriteRect3DArray(writer, m_RegionArea);
writer.Write((int)m_Flags);
WriteBitArray(writer, m_RestrictedSpells);
WriteBitArray(writer, m_RestrictedSkills);
writer.Write((bool)m_Active);
writer.Write((string)m_RegionName);
writer.Write((int)m_RegionPriority);
writer.Write((int)m_Music);
writer.Write((TimeSpan)m_PlayerLogoutDelay);
writer.Write((int)m_LightLevel);
writer.Write((Map)m_MoveNPCToMap);
writer.Write((Point3D)m_MoveNPCToLoc);
writer.Write((Map)m_MovePlayerToMap);
writer.Write((Point3D)m_MovePlayerToLoc);
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize(reader);
int version = reader.ReadInt();
Point3D customGoLoc = new Point3D(0,0,0);
switch (version)
{
// New RunUO 2.0 Version (case 5 and 4)
case 5:
{
customGoLoc = reader.ReadPoint3D();
goto case 4;
}
case 4:
{
m_RegionArea = ReadRect3DArray(reader);
m_Flags = (RegionFlag)reader.ReadInt();
m_RestrictedSpells = ReadBitArray(reader);
m_RestrictedSkills = ReadBitArray(reader);
m_Active = reader.ReadBool();
m_RegionName = reader.ReadString();
m_RegionPriority = reader.ReadInt();
m_Music = (MusicName)reader.ReadInt();
m_PlayerLogoutDelay = reader.ReadTimeSpan();
m_LightLevel = reader.ReadInt();
m_MoveNPCToMap = reader.ReadMap();
m_MoveNPCToLoc = reader.ReadPoint3D();
m_MovePlayerToMap = reader.ReadMap();
m_MovePlayerToLoc = reader.ReadPoint3D();
break;
}
// Old RunUO 1.0 Version (cases 3-0)
case 3:
{
m_LightLevel = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Music = (MusicName)reader.ReadInt();
goto case 1;
}
case 1:
{
List<Rectangle2D> rects2d = ReadRect2DArray(reader);
foreach (Rectangle2D rect in rects2d)
{
Rectangle3D newrect = Server.Region.ConvertTo3D(rect);
DoChooseArea(null, this.Map, newrect.Start, newrect.End, this);
}
m_RegionPriority = reader.ReadInt();
m_PlayerLogoutDelay = reader.ReadTimeSpan();
m_RestrictedSpells = ReadBitArray(reader);
m_RestrictedSkills = ReadBitArray(reader);
m_Flags = (RegionFlag)reader.ReadInt();
if (NoPlayerCorpses)
{
DeleteNPCCorpse = true;
DeletePlayerCorpse = true;
}
if (NoItemDrop)
{
NoPlayerItemDrop = true;
NoNPCItemDrop = true;
}
// Invert because of change from "Cannot" to "Can"
if (CanLootOwnCorpse)
{
CanLootOwnCorpse = false;
}
if (CanEnter)
{
CanEnter = false;
}
m_RegionName = reader.ReadString();
break;
}
case 0:
{
List<Rectangle2D> rects2d = ReadRect2DArray(reader);
foreach (Rectangle2D rect in rects2d)
{
Rectangle3D newrect = Server.Region.ConvertTo3D(rect);
DoChooseArea(null, this.Map, newrect.Start, newrect.End, this);
}
m_RestrictedSpells = ReadBitArray(reader);
m_RestrictedSkills = ReadBitArray(reader);
m_Flags = (RegionFlag)reader.ReadInt();
if (NoPlayerCorpses)
{
DeleteNPCCorpse = true;
DeletePlayerCorpse = true;
}
if (NoItemDrop)
{
NoPlayerItemDrop = true;
NoNPCItemDrop = true;
}
// Invert because of change from "Cannot" to "Can"
if (CanLootOwnCorpse)
{
CanLootOwnCorpse = false;
}
if (CanEnter)
{
CanEnter = false;
}
m_RegionName = reader.ReadString();
break;
}
}
m_AllControls.Add(this);
if(RegionNameTaken(m_RegionName))
m_RegionName = FindNewName(m_RegionName);
UpdateRegion();
m_CustomGoLocation = customGoLoc;
CustomGoLocation = customGoLoc;
UpdateRegion();
}
}
}
RegionControlGump.cs
Kod:
using System;
using Server;
using Server.Gumps;
using Server.Items;
using Server.Network;
namespace Server.Gumps
{
public class RegionControlGump : Gump
{
RegionControl m_Controller;
public RegionControlGump( RegionControl r ) : base( 25, 25 )
{
m_Controller = r;
Closable=true;
Dragable=true;
Resizable=false;
AddPage(0);
AddBackground(23, 32, 412, 256, 9270);
AddAlphaRegion(19, 29, 418, 263);
AddButton(55, 46, 5569, 5570, (int)Buttons.SpellButton, GumpButtonType.Reply, 0);
AddButton(55, 128, 5581, 5582, (int)Buttons.SkillButton, GumpButtonType.Reply, 0);
AddButton(50, 205, 7006, 7006, (int)Buttons.AreaButton, GumpButtonType.Reply, 0);
AddLabel(152, 70, 1152, "Edit Restricted Spells");
AddLabel(152, 153, 1152, "Edit Restricted Skills");
AddLabel(152, 234, 1152, "Add Region Area");
AddImage(353, 54, 3953);
AddImage(353, 180, 3955);
}
public enum Buttons
{
SpellButton = 1,
SkillButton,
AreaButton
}
public override void OnResponse( NetState sender, RelayInfo info )
{
if( m_Controller == null || m_Controller.Deleted )
return;
Mobile m = sender.Mobile;
switch( info.ButtonID )
{
case 1:
{
//m_Controller.SendRestrictGump( m, RestrictType.Spells );
m.CloseGump( typeof( SpellRestrictGump ) );
m.SendGump( new SpellRestrictGump( m_Controller.RestrictedSpells ) );
m.CloseGump( typeof( RegionControlGump ) );
m.SendGump( new RegionControlGump( m_Controller ));
break;
}
case 2:
{
//m_Controller.SendRestrictGump( m, RestrictType.Skills );
m.CloseGump( typeof( SkillRestrictGump ) );
m.SendGump( new SkillRestrictGump( m_Controller.RestrictedSkills ) );
m.CloseGump( typeof( RegionControlGump ) );
m.SendGump( new RegionControlGump( m_Controller ));
break;
}
case 3:
{
m.CloseGump( typeof( RegionControlGump ) );
m.SendGump( new RegionControlGump( m_Controller ) );
m.CloseGump( typeof( RemoveAreaGump ) );
m.SendGump( new RemoveAreaGump( m_Controller ) );
m_Controller.ChooseArea( m );
break;
}
}
}
}
}
RestrickGump.cs
Kod:
using System;
using Server;
using Server.Gumps;
using Server.Spells;
using Server.Network;
using System.Collections;
public enum RestrictType
{
Spells,
Skills
}
namespace Server.Gumps
{
public abstract class RestrictGump : Gump
{
BitArray m_Restricted;
RestrictType m_type;
public RestrictGump( BitArray ba, RestrictType t ) : base( 50, 50 )
{
m_Restricted = ba;
m_type = t;
Closable=true;
Dragable=true;
Resizable=false;
AddPage(0);
AddBackground(10, 10, 225, 425, 9380);
AddLabel(73, 15, 1152, (t == RestrictType.Spells) ? "Restrict Spells" : "Restrict Skills" );
AddButton(91, 411, 247, 248, 1, GumpButtonType.Reply, 0);
//Okay Button -> # 1
int itemsThisPage = 0;
int nextPageNumber = 1;
Object[] ary;// = (t == RestrictType.Skills) ? SkillInfo.Table : SpellRegistry.Types;
if( t == RestrictType.Skills )
ary = SkillInfo.Table;
else
ary = SpellRegistry.Types;
for( int i = 0; i < ary.Length; i++ )
{
if( ary<i> != null )
{
if( itemsThisPage >= 8 || itemsThisPage == 0)
{
itemsThisPage = 0;
if( nextPageNumber != 1)
{
AddButton(190, 412, 4005, 4007, 2, GumpButtonType.Page, nextPageNumber);
//Forward button -> #2
}
AddPage( nextPageNumber++ );
if( nextPageNumber != 2)
{
AddButton(29, 412, 4014, 4016, 3, GumpButtonType.Page, nextPageNumber-2);
//Back Button -> #3
}
}
AddCheck(40, 55 + ( 45 * itemsThisPage ), 210, 211, ba<i>, i + ((t == RestrictType.Spells) ? 100 : 500) );
//checkbox -> ID = 100 + i for spells, 500 + i for skills
//Console.WriteLine( ary<i>.GetType().ToString() );
AddLabel(70, 55 + ( 45 * itemsThisPage ) , 0, ((t == RestrictType.Spells) ? ((Type)(ary<i>)).Name : ((SkillInfo)(ary<i>)).Name ));
itemsThisPage++;
}
}
}
public override void OnResponse( NetState sender, RelayInfo info )
{
if( info.ButtonID == 1 )
{
for( int i = 0; i < m_Restricted.Length; i++ )
{
m_Restricted[ i ] = info.IsSwitched( i + ((m_type == RestrictType.Spells) ? 100 : 500 ));
//This way is faster after looking at decompiled BitArray.SetAll( bool )
}
}
}
}
public class SpellRestrictGump : RestrictGump
{
public SpellRestrictGump( BitArray ba ) : base( ba, RestrictType.Spells )
{
}
}
public class SkillRestrictGump : RestrictGump
{
public SkillRestrictGump( BitArray ba ) : base( ba, RestrictType.Skills )
{
}
}
}
RemoveAreaGump.cs
Kod:
using System;
using Server;
using Server.Gumps;
using Server.Items;
using System.Collections;
using Server.Network;
namespace Server.Gumps
{
public class RemoveAreaGump : Gump
{
RegionControl m_Control;
public RemoveAreaGump( RegionControl r ) : base( 25, 300 )
{
m_Control = r;
Closable=true;
Dragable=true;
Resizable=false;
AddPage(0);
AddBackground(23, 32, 412, 256, 9270);
AddAlphaRegion(19, 29, 418, 263);
AddLabel(186, 45, 1152, "Remove Area");
//+25 between 'em.
int itemsThisPage = 0;
int nextPageNumber = 1;
if (r.RegionArea != null)
{
for(int i = 0; i < r.RegionArea.Length; i++)
{
Rectangle3D rect = ((Rectangle3D)r.RegionArea<i>);
if (itemsThisPage >= 8 || itemsThisPage == 0)
{
itemsThisPage = 0;
if (nextPageNumber != 1)
{
AddButton(393, 45, 4007, 4009, 0, GumpButtonType.Page, nextPageNumber);
//Forward button -> #0
}
AddPage(nextPageNumber++);
if (nextPageNumber != 2)
{
AddButton(35, 45, 4014, 4016, 1, GumpButtonType.Page, nextPageNumber - 2);
//Back Button -> #1
}
}
AddButton(70, 75 + 25 * itemsThisPage, 4017, 4019, 100 + i, GumpButtonType.Reply, 0);
//Button is 100 + i
//AddLabel(116, 77 + 25*i, 0, "(1234, 5678)");
AddLabel(116, 77 + 25 * itemsThisPage, 1152, String.Format("({0}, {1}, {2})", rect.Start.X, rect.Start.Y, rect.Start.Z));
AddLabel(232, 78 + 25 * itemsThisPage, 1152, "<-->");
//AddLabel(294, 77 + 25*i, 0, "(9876, 5432)");
AddLabel(294, 77 + 25 * itemsThisPage, 1152, String.Format("({0}, {1}, {2})", rect.End.X, rect.End.Y, rect.End.Z));
itemsThisPage++;
}
}
}
public override void OnResponse( NetState sender, RelayInfo info )
{
Mobile from = sender.Mobile;
if (from == null)
return;
if( info.ButtonID >= 100 )
{
m_Control.RemoveArea( info.ButtonID - 100, from );
sender.Mobile.CloseGump( typeof( RemoveAreaGump ) );
sender.Mobile.SendGump( new RemoveAreaGump( m_Control ) );
}
}
}
}
Sizlerde Bunları Kullanarak Bir alanı istediğiniz şekilde ayarlıyabilirsiniz.
Son güncelleme: alonerapper tarafından 11-12-2011 19:01 GMT tarihinde, önce.