runuo/Scripts/Items/Construction/Signs/SubtextSign.cs
eos a3f8cb5fc6 - Moved BaseHouse's CheckAccount to AccountHandler for general use.
- Rented vendors can now be managed by all characters on the vendor owner's account.
- Corrected skill names displayed for skill bonuses on equipment. (Affected: Eval Intelligence -> Evaluate Intelligence, Forensics -> Forensic Evaluation, Lock Picking -> Lockpicking)
- Centralized skill name to cliloc conversion to AosSkillBonuses.GetLabel.
- Small SubtextSign fix hiding empty subtexts. (Not just nulls.)
- Added SA and HS power scroll skill arrays for future reference.
- Fixed house resizing not placing a temp no housing region for staff.
2012-04-15 02:36:01 +00:00

70 lines
No EOL
1.3 KiB
C#

using System;
using Server;
namespace Server.Items
{
public class SubtextSign : Sign
{
private string m_Subtext;
[CommandProperty( AccessLevel.GameMaster )]
public string Subtext
{
get { return m_Subtext; }
set { m_Subtext = value; InvalidateProperties(); }
}
[Constructable]
public SubtextSign( SignType type, SignFacing facing, string subtext )
: base( type, facing )
{
m_Subtext = subtext;
}
[Constructable]
public SubtextSign( int itemID, string subtext )
: base( itemID )
{
m_Subtext = subtext;
}
public override void OnSingleClick( Mobile from )
{
base.OnSingleClick( from );
if ( !String.IsNullOrEmpty( m_Subtext ) )
LabelTo( from, m_Subtext );
}
public override void AddNameProperties( ObjectPropertyList list )
{
base.AddNameProperties( list );
if ( !String.IsNullOrEmpty( m_Subtext ) )
list.Add( m_Subtext );
}
public SubtextSign( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
writer.Write( m_Subtext );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Subtext = reader.ReadString();
}
}
}