mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
- 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.
70 lines
No EOL
1.3 KiB
C#
70 lines
No EOL
1.3 KiB
C#
using System;
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using Server;
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namespace Server.Items
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{
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public class SubtextSign : Sign
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{
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private string m_Subtext;
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[CommandProperty( AccessLevel.GameMaster )]
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public string Subtext
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{
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get { return m_Subtext; }
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set { m_Subtext = value; InvalidateProperties(); }
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}
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[Constructable]
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public SubtextSign( SignType type, SignFacing facing, string subtext )
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: base( type, facing )
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{
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m_Subtext = subtext;
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}
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[Constructable]
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public SubtextSign( int itemID, string subtext )
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: base( itemID )
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{
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m_Subtext = subtext;
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}
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public override void OnSingleClick( Mobile from )
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{
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base.OnSingleClick( from );
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if ( !String.IsNullOrEmpty( m_Subtext ) )
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LabelTo( from, m_Subtext );
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}
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public override void AddNameProperties( ObjectPropertyList list )
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{
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base.AddNameProperties( list );
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if ( !String.IsNullOrEmpty( m_Subtext ) )
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list.Add( m_Subtext );
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}
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public SubtextSign( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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writer.Write( m_Subtext );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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m_Subtext = reader.ReadString();
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}
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}
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} |