using System; using Server.Network; using Server.Prompts; using Server.Items; using Server.Targeting; namespace Server.Items { public class PersonalBlessTarget : Target // Create our targeting class (which we derive from the base target class) { private PersonalBlessDeed m_Deed; public PersonalBlessTarget( PersonalBlessDeed deed ) : base( 1, false, TargetFlags.None ) { m_Deed = deed; } protected override void OnTarget( Mobile from, object target ) // Override the protected OnTarget() for our feature { if ( target is BaseArmor ) { BaseArmor item = (BaseArmor)target; if ( item.LootType == LootType.Blessed || item.BlessedFor == from ) // Check if its already newbied (blessed) { from.SendLocalizedMessage( 1045113 ); // That item is already blessed } else if ( item.LootType != LootType.Regular ) { from.SendLocalizedMessage( 1045114 ); // You can not bless that item } else { if( item.RootParent != from ) // Make sure its in their pack or they are wearing it { from.SendLocalizedMessage( 500509 ); // You cannot bless that object } else { item.BlessedFor = from; from.SendLocalizedMessage( 1010026 ); // You bless the item.... m_Deed.Delete(); // Delete the bless deed } } } else if ( target is BaseClothing ) { Item item = (Item)target; if ( item.LootType == LootType.Blessed || item.BlessedFor == from ) // Check if its already newbied (blessed) { from.SendLocalizedMessage( 1045113 ); // That item is already blessed } else if ( item.LootType != LootType.Regular ) { from.SendLocalizedMessage( 1045114 ); // You can not bless that item } else { if( item.RootParent != from ) // Make sure its in their pack or they are wearing it { from.SendLocalizedMessage( 500509 ); // You cannot bless that object } else { item.BlessedFor = from; from.SendLocalizedMessage( 1010026 ); // You bless the item.... m_Deed.Delete(); // Delete the bless deed } } } else if ( target is BaseWeapon ) { BaseWeapon item = (BaseWeapon)target; if ( item.LootType == LootType.Blessed || item.BlessedFor == from ) // Check if its already newbied (blessed) { from.SendLocalizedMessage( 1045113 ); // That item is already blessed } else if ( item.LootType != LootType.Regular ) { from.SendLocalizedMessage( 1045114 ); // You can not bless that item } else { if( item.RootParent != from ) // Make sure its in their pack or they are wearing it { from.SendLocalizedMessage( 500509 ); // You cannot bless that object } else { item.BlessedFor = from; 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 PersonalBlessDeed : Item // Create the item class which is derived from the base item class { [Constructable] public PersonalBlessDeed() : base( 0x14F0 ) { Weight = 1.0; Name = "a personal bless deed"; LootType = LootType.Blessed; } public PersonalBlessDeed( 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 ); // What item would you like to bless? from.Target = new PersonalBlessTarget( this ); // Call our target } } } }