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StatTeleporter.cs
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using System;
using Server;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
namespace Server.Items
{
public class StatTeleporter : Teleporter
{
public enum Stat_Name
{
Int,
Dex,
Str
}
private Stat_Name m_Stat;
private int m_Required;
private string m_Message;
[CommandProperty( AccessLevel.GameMaster )]
public Stat_Name Stat
{
get{ return m_Stat; }
set{ m_Stat = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Required
{
get{ return m_Required; }
set{ m_Required = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public String Message
{
get{ return m_Message; }
set{ m_Message = value; InvalidateProperties(); }
}
public override bool OnMoveOver( Mobile m )
{
if ( Active )
{
if ( !Creatures && !m.Player )
return true;
int p_Stat = 0;
switch(m_Stat)
{
case(Stat_Name.Int):
{
p_Stat = m.Int;
break;
}
case(Stat_Name.Dex):
{
p_Stat = m.Dex;
break;
}
case(Stat_Name.Str):
{
p_Stat = m.Str;
break;
}
}
if ( p_Stat < m_Required )
{
SendMessage(m);
return true;
}
StartTeleport( m );
return false;
}
return true;
}
public void SendMessage(Mobile m)
{
if(m is PlayerMobile)
{
if( m_Message != null )
{
m.SendMessage(m_Message);
}
else
{
switch(m_Stat)
{
case(Stat_Name.Int):
{
m.SendMessage("You do not have enough intelligence.");
break;
}
case(Stat_Name.Dex):
{
m.SendMessage("You do not have enough dexterity.");
break;
}
case(Stat_Name.Str):
{
m.SendMessage("You do not have enough strength.");
break;
}
}
}
}
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
string p_Stat;
switch(m_Stat)
{
case(Stat_Name.Int):
{
p_Stat = "Intelligence";
break;
}
case(Stat_Name.Dex):
{
p_Stat = "Dexterity";
break;
}
case(Stat_Name.Str):
{
p_Stat = "Strength";
break;
}
default:
{
p_Stat = "Dexterity";
break;
}
}
list.Add( 1060661, "{0}\t{1:F1}", p_Stat, m_Required );
}
[Constructable]
public StatTeleporter()
{
m_Stat = Stat_Name.Dex;
}
public StatTeleporter( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_Stat );
writer.Write( (int) m_Required );
writer.Write( (string) m_Message );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
m_Stat = (Stat_Name)reader.ReadInt();
m_Required = reader.ReadInt();
m_Message = reader.ReadString();
break;
}
}
}
}
}