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#1 kiasta  Icon User is offline

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Accessing members of inherited class?

Posted 12 June 2011 - 01:11 PM

Okay basically I'm trying to make a script which will allow an increase in Armor for any type of armor. This is what I have:

DefenseSphere.cs:

using System;
using Server;
using Server.Network;
using Server.Prompts;
using Server.Items;
using Server.Targeting;

namespace Server.Items
{
    public class DefenseSphereTarget : Target
    {
        private DefenseSphere m_Sphere;

        public DefenseSphereTarget(DefenseSphere sphere) : base(1, false, TargetFlags.None)
        {
            m_Sphere = sphere;
        }

        protected override void OnTarget(Mobile from, object target)
        {
            int enchantChanceGet = 100; //Not yet implemented
            if (m_Sphere.Deleted || m_Sphere.RootParent != from)
            {
                from.SendMessage("Impossible.");
                return;
            }
            else if (target is BaseArmor) //if target is of BaseArmor class
            {
                BaseArmor item = (BaseArmor)target; //So I can access BaseArmor members
                if (item is BaseArmor)
                {
                    if (item.m_ArmorMagicLevel >= 20) //+20 is the max
                    {
                        from.SendMessage("That item cannot be enchanted any further");
                    }
                    else
                    {
                        if (enchantChanceGet > 0)
                        {
                            item.m_ArmorMagicLevel += 1; //increments item level
                            from.SendMessage("Enchanting was successfully added to item.");
                            m_Sphere.Delete(); //deletes sphere after use
                            item.m_ArmorBase += item.m_ArmorMagicLevel; //Both calls are for BaseArmor.cs
                        }
                        else //if enchanting failed
                        {
                            from.SendMessage("Enchanting has failed and your item has been destroyed.");
                            m_Sphere.Delete(); //deleted sphere
                            item.Delete(); //deletes item
                        }
                    }
                }
            }
            /*else if (target is BaseShield)
            {
                BaseShield item = (BaseShield)target;
                if (item is BaseShield)
                {
                    if (item.m_ArmorMagicLevel >= 20)
                    {
                        from.SendMessage("That item cannot be enchanted any further");
                    }
                    else
                    {
                        if (enchantChanceGet > 0)
                        {
                            item.m_ArmorMagicLevel += 1;
                            from.SendMessage("Enchanting was successfully added to item.");
                            m_Sphere.Delete();
                            item.m_ArmorBase += item.m_ArmorMagicLevel;
                        }
                        else
                        {
                            from.SendMessage("Enchanting has failed and your item has been destroyed.");
                            m_Sphere.Delete();
                            item.Delete();
                        }
                    }
                }
            }*/
            else //if type is anything other than specified
            {
                from.SendMessage("You cannot enchant that.");
            }
        }
    }

    public class DefenseSphere : Item
    {
        [Constructable]
        public DefenseSphere() : base(0xE73) //Properties of item
        {
            Name = "a defense sphere";
            Hue = 1150;
            Weight = 0.1;
            Stackable = false;
        }

        public DefenseSphere(Serial serial) : base(serial) //Constructor call to save world
        {
        }
        public override void Serialize(GenericWriter writer) //Saves world and objects
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }
        public override void Deserialize(GenericReader reader) //Loads world and objects
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }

        public override void OnDoubleClick(Mobile from) //When player double-clicks item
        {
            if (!IsChildOf(from.Backpack))
            {
                from.SendMessage("The item needs to be in your pack");
            }
            else
            {
                from.SendMessage("Which item would you like to enchant?");
                from.Target = new DefenseSphereTarget(this);
            }
        }
    }
}


The class members I need to access is LeatherChest, but, because it is inherited from BaseArmor class, I am having some difficulties.

BaseArmor.cs:

using System;
using System.Collections;
using System.Collections.Generic;
using Server.Network;
using Server.Engines.Craft;
using Server.Factions;
using AMA = Server.Items.ArmorMeditationAllowance;
using AMT = Server.Items.ArmorMaterialType;
using ABT = Server.Items.ArmorBodyType;

namespace Server.Items
{
	public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability
	{
		#region Factions
		private FactionItem m_FactionState;

		public FactionItem FactionItemState
		{
			get{ return m_FactionState; }
			set
			{
				m_FactionState = value;

				if ( m_FactionState == null )
					Hue = CraftResources.GetHue( Resource );

				LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
			}
		}
		#endregion



		/* Armor internals work differently now (Jun 19 2003)
		 * 
		 * The attributes defined below default to -1.
		 * If the value is -1, the corresponding virtual 'Aos/Old' property is used.
		 * If not, the attribute value itself is used. Here's the list:
		 *  - ArmorBase
		 *  - StrBonus
		 *  - DexBonus
		 *  - IntBonus
		 *  - StrReq
		 *  - DexReq
		 *  - IntReq
		 *  - MeditationAllowance
		 */

		// Instance values. These values must are unique to each armor piece.
		private int m_MaxHitPoints;
		private int m_HitPoints;
		private Mobile m_Crafter;
		private ArmorQuality m_Quality;
		private ArmorDurabilityLevel m_Durability;
		private ArmorProtectionLevel m_Protection;
		private CraftResource m_Resource;
		private bool m_Identified, m_PlayerConstructed;
		private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus;

		private AosAttributes m_AosAttributes;
		private AosArmorAttributes m_AosArmorAttributes;
		private AosSkillBonuses m_AosSkillBonuses;

		// Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts.
		//private int m_ArmorBase = -1;
        public int m_ArmorBase = 0; //Modified m_ArmorBase to 0 from -1
		private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1;
		private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1;
		private AMA m_Meditate = (AMA)(-1);


		public virtual bool AllowMaleWearer{ get{ return true; } }
		public virtual bool AllowFemaleWearer{ get{ return true; } }

		public abstract AMT MaterialType{ get; }

		public virtual int RevertArmorBase{ get{ return ArmorBase; } }
		public virtual int ArmorBase{ get{ return m_ArmorBase; } } //Changed return 0; to return m_ArmorBase;

		public virtual AMA DefMedAllowance{ get{ return AMA.None; } }
		public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } }
		public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } }


		public virtual int AosStrBonus{ get{ return 0; } }
		public virtual int AosDexBonus{ get{ return 0; } }
		public virtual int AosIntBonus{ get{ return 0; } }
		public virtual int AosStrReq{ get{ return 0; } }
		public virtual int AosDexReq{ get{ return 0; } }
		public virtual int AosIntReq{ get{ return 0; } }


		public virtual int OldStrBonus{ get{ return 0; } }
		public virtual int OldDexBonus{ get{ return 0; } }
		public virtual int OldIntBonus{ get{ return 0; } }
		public virtual int OldStrReq{ get{ return 0; } }
		public virtual int OldDexReq{ get{ return 0; } }
		public virtual int OldIntReq{ get{ return 0; } }

		public virtual bool CanFortify{ get{ return true; } }

        public int m_ArmorLevel = 0; //Added armor level class member
        public int m_ArmorMagicLevel = 0; //Added armor magic level class member

		public override void OnAfterDuped( Item newItem )
		{
			BaseArmor armor = newItem as BaseArmor;

			if ( armor == null )
				return;

			armor.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes );
			armor.m_AosArmorAttributes = new AosArmorAttributes( newItem, m_AosArmorAttributes );
			armor.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses );
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AMA MeditationAllowance
		{
			get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
			set{ m_Meditate = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int BaseArmorRating
		{
			get
			{
				if ( m_ArmorBase == 0 )
					return ArmorBase;
				else
					return m_ArmorBase;
			}
			set
			{ 
				m_ArmorBase = value; Invalidate();
			}
		}

		public double BaseArmorRatingScaled
		{
			get
			{
				return ( BaseArmorRating * ArmorScalar );
			}
		}

		public virtual double ArmorRating
		{
			get
			{
				int ar = BaseArmorRating;

				if ( m_Protection != ArmorProtectionLevel.Regular )
					ar += 10 + (5 * (int)m_Protection);

				switch ( m_Resource )
				{
					case CraftResource.DullCopper:		ar += 2; break;
					case CraftResource.ShadowIron:		ar += 4; break;
					case CraftResource.Copper:			ar += 6; break;
					case CraftResource.Bronze:			ar += 8; break;
					case CraftResource.Gold:			ar += 10; break;
					case CraftResource.Agapite:			ar += 12; break;
					case CraftResource.Verite:			ar += 14; break;
					case CraftResource.Valorite:		ar += 16; break;
					case CraftResource.SpinedLeather:	ar += 10; break;
					case CraftResource.HornedLeather:	ar += 13; break;
					case CraftResource.BarbedLeather:	ar += 16; break;
				}

				ar += -8 + (8 * (int)m_Quality);
				return ScaleArmorByDurability( ar );
			}
		}

		public double ArmorRatingScaled
		{
			get
			{
				return ( ArmorRating * ArmorScalar );
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int StrBonus
		{
			get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); }
			set{ m_StrBonus = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int DexBonus
		{
			get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); }
			set{ m_DexBonus = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int IntBonus
		{
			get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); }
			set{ m_IntBonus = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int StrRequirement
		{
			get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); }
			set{ m_StrReq = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int DexRequirement
		{
			get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); }
			set{ m_DexReq = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int IntRequirement
		{
			get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); }
			set{ m_IntReq = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Identified
		{
			get{ return m_Identified; }
			set{ m_Identified = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PlayerConstructed
		{
			get{ return m_PlayerConstructed; }
			set{ m_PlayerConstructed = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public CraftResource Resource
		{
			get
			{
				return m_Resource;
			}
			set
			{
				if ( m_Resource != value )
				{
					UnscaleDurability();

					m_Resource = value;
					Hue = CraftResources.GetHue( m_Resource );

					Invalidate();
					InvalidateProperties();

					if ( Parent is Mobile )
						((Mobile)Parent).UpdateResistances();

					ScaleDurability();
				}
			}
		}

		public virtual double ArmorScalar
		{
			get
			{
				int pos = (int)BodyPosition;

				if ( pos >= 0 && pos < m_ArmorScalars.Length )
					return m_ArmorScalars[pos];

				return 1.0;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int MaxHitPoints
		{
			get{ return m_MaxHitPoints; }
			set{ m_MaxHitPoints = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitPoints
		{
			get 
			{
				return m_HitPoints;
			}
			set 
			{
				if ( value != m_HitPoints && MaxHitPoints > 0 )
				{
					m_HitPoints = value;

					if ( m_HitPoints < 0 )
						Delete();
					else if ( m_HitPoints > MaxHitPoints )
						m_HitPoints = MaxHitPoints;

					InvalidateProperties();
				}
			}
		}


		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile Crafter
		{
			get{ return m_Crafter; }
			set{ m_Crafter = value; InvalidateProperties(); }
		}

		
		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorQuality Quality
		{
			get{ return m_Quality; }
			set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorDurabilityLevel Durability
		{
			get{ return m_Durability; }
			set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); }
		}

		public virtual int ArtifactRarity
		{
			get{ return 0; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorProtectionLevel ProtectionLevel
		{
			get
			{
				return m_Protection;
			}
			set
			{
				if ( m_Protection != value )
				{
					m_Protection = value;

					Invalidate();
					InvalidateProperties();

					if ( Parent is Mobile )
						((Mobile)Parent).UpdateResistances();
				}
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosAttributes Attributes
		{
			get{ return m_AosAttributes; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosArmorAttributes ArmorAttributes
		{
			get{ return m_AosArmorAttributes; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosSkillBonuses SkillBonuses
		{
			get{ return m_AosSkillBonuses; }
			set{}
		}

		public int ComputeStatReq( StatType type )
		{
			int v;

			if ( type == StatType.Str )
				v = StrRequirement;
			else if ( type == StatType.Dex )
				v = DexRequirement;
			else
				v = IntRequirement;

			return AOS.Scale( v, 100 - GetLowerStatReq() );
		}

		public int ComputeStatBonus( StatType type )
		{
			if ( type == StatType.Str )
				return StrBonus + Attributes.BonusStr;
			else if ( type == StatType.Dex )
				return DexBonus + Attributes.BonusDex;
			else
				return IntBonus + Attributes.BonusInt;
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int PhysicalBonus{ get{ return m_PhysicalBonus; } set{ m_PhysicalBonus = value; InvalidateProperties(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int FireBonus{ get{ return m_FireBonus; } set{ m_FireBonus = value; InvalidateProperties(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ColdBonus{ get{ return m_ColdBonus; } set{ m_ColdBonus = value; InvalidateProperties(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int PoisonBonus{ get{ return m_PoisonBonus; } set{ m_PoisonBonus = value; InvalidateProperties(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EnergyBonus{ get{ return m_EnergyBonus; } set{ m_EnergyBonus = value; InvalidateProperties(); } }

		public virtual int BasePhysicalResistance{ get{ return 0; } }
		public virtual int BaseFireResistance{ get{ return 0; } }
		public virtual int BaseColdResistance{ get{ return 0; } }
		public virtual int BasePoisonResistance{ get{ return 0; } }
		public virtual int BaseEnergyResistance{ get{ return 0; } }

		public override int PhysicalResistance{ get{ return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus; } }
		public override int FireResistance{ get{ return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus; } }
		public override int ColdResistance{ get{ return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus; } }
		public override int PoisonResistance{ get{ return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus; } }
		public override int EnergyResistance{ get{ return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus; } }

		public virtual int InitMinHits{ get{ return 0; } }
		public virtual int InitMaxHits{ get{ return 0; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorBodyType BodyPosition
		{
			get
			{
				switch ( this.Layer )
				{
					default:
					case Layer.Neck:		return ArmorBodyType.Gorget;
					case Layer.TwoHanded:	return ArmorBodyType.Shield;
					case Layer.Gloves:		return ArmorBodyType.Gloves;
					case Layer.Helm:		return ArmorBodyType.Helmet;
					case Layer.Arms:		return ArmorBodyType.Arms;

					case Layer.InnerLegs:
					case Layer.OuterLegs:
					case Layer.Pants:		return ArmorBodyType.Legs;

					case Layer.InnerTorso:
					case Layer.OuterTorso:
					case Layer.Shirt:		return ArmorBodyType.Chest;
				}
			}
		}

		public void DistributeBonuses( int amount )
		{
			for ( int i = 0; i < amount; ++i )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 0: ++m_PhysicalBonus; break;
					case 1: ++m_FireBonus; break;
					case 2: ++m_ColdBonus; break;
					case 3: ++m_PoisonBonus; break;
					case 4: ++m_EnergyBonus; break;
				}
			}

			InvalidateProperties();
		}

		public CraftAttributeInfo GetResourceAttrs()
		{
			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

			if ( info == null )
				return CraftAttributeInfo.Blank;

			return info.AttributeInfo;
		}

		public int GetProtOffset()
		{
			switch ( m_Protection )
			{
				case ArmorProtectionLevel.Guarding: return 1;
				case ArmorProtectionLevel.Hardening: return 2;
				case ArmorProtectionLevel.Fortification: return 3;
				case ArmorProtectionLevel.Invulnerability: return 4;
			}

			return 0;
		}

		public void UnscaleDurability()
		{
			int scale = 100 + GetDurabilityBonus();

			m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale;
			m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale;
			InvalidateProperties();
		}

		public void ScaleDurability()
		{
			int scale = 100 + GetDurabilityBonus();

			m_HitPoints = ((m_HitPoints * scale) + 99) / 100;
			m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100;
			InvalidateProperties();
		}

		public int GetDurabilityBonus()
		{
			int bonus = 0;

			if ( m_Quality == ArmorQuality.Exceptional )
				bonus += 20;

			switch ( m_Durability )
			{
				case ArmorDurabilityLevel.Durable: bonus += 20; break;
				case ArmorDurabilityLevel.Substantial: bonus += 50; break;
				case ArmorDurabilityLevel.Massive: bonus += 70; break;
				case ArmorDurabilityLevel.Fortified: bonus += 100; break;
				case ArmorDurabilityLevel.Indestructible: bonus += 120; break;
			}

			if ( Core.AOS )
			{
				bonus += m_AosArmorAttributes.DurabilityBonus;

				CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
				CraftAttributeInfo attrInfo = null;

				if ( resInfo != null )
					attrInfo = resInfo.AttributeInfo;

				if ( attrInfo != null )
					bonus += attrInfo.ArmorDurability;
			}

			return bonus;
		}

		public bool Scissor( Mobile from, Scissors scissors )
		{
			if ( !IsChildOf( from.Backpack ) )
			{
				from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack.
				return false;
			}

			if ( Ethics.Ethic.IsImbued( this ) )
			{
				from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
				return false;
			}

			CraftSystem system = DefTailoring.CraftSystem;

			CraftItem item = system.CraftItems.SearchFor( GetType() );

			if ( item != null && item.Resources.Count == 1 && item.Resources.GetAt( 0 ).Amount >= 2 )
			{
				try
				{
					Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] );

					ScissorHelper( from, res, m_PlayerConstructed ? (item.Resources.GetAt( 0 ).Amount / 2) : 1 );
					return true;
				}
				catch
				{
				}
			}

			from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
			return false;
		}

		private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };

		public static double[] ArmorScalars
		{
			get
			{
				return m_ArmorScalars;
			}
			set
			{
				m_ArmorScalars = value;
			}
		}

		public static void ValidateMobile( Mobile m )
		{
			for ( int i = m.Items.Count - 1; i >= 0; --i )
			{
				if ( i >= m.Items.Count )
					continue;

				Item item = m.Items[i];

				if ( item is BaseArmor )
				{
					BaseArmor armor = (BaseArmor)item;

					if( armor.RequiredRace != null && m.Race != armor.RequiredRace )
					{
						if( armor.RequiredRace == Race.Elf )
							m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
						else
							m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName );

						m.AddToBackpack( armor );
					}
					else if ( !armor.AllowMaleWearer && !m.Female && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( armor.AllowFemaleWearer )
							m.SendLocalizedMessage( 1010388 ); // Only females can wear this.
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( armor );
					}
					else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( armor.AllowMaleWearer )
							m.SendLocalizedMessage( 1063343 ); // Only males can wear this.
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( armor );
					}
				}
			}
		}

		public int GetLowerStatReq()
		{
			if ( !Core.AOS )
				return 0;

			int v = m_AosArmorAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

			if ( info != null )
			{
				CraftAttributeInfo attrInfo = info.AttributeInfo;

				if ( attrInfo != null )
					v += attrInfo.ArmorLowerRequirements;
			}

			if ( v > 100 )
				v = 100;

			return v;
		}

		public override void OnAdded( object parent )
		{
			if ( parent is Mobile )
			{
				Mobile from = (Mobile)parent;

				if ( Core.AOS )
					m_AosSkillBonuses.AddTo( from );

				from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed
			}
		}

		public virtual double ScaleArmorByDurability( double armor )
		{
			int scale = 100;

			if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints )
				scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints);

			return ( armor * scale ) / 100;
		}

		protected void Invalidate()
		{
			if ( Parent is Mobile )
				((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
		}

		public BaseArmor( Serial serial ) :  base( serial )
		{
		}

		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

		private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
		{
			return ( (flags & toGet) != 0 );
		}

		[Flags]
		private enum SaveFlag
		{
			None				= 0x00000000,
			Attributes			= 0x00000001,
			ArmorAttributes		= 0x00000002,
			PhysicalBonus		= 0x00000004,
			FireBonus			= 0x00000008,
			ColdBonus			= 0x00000010,
			PoisonBonus			= 0x00000020,
			EnergyBonus			= 0x00000040,
			Identified			= 0x00000080,
			MaxHitPoints		= 0x00000100,
			HitPoints			= 0x00000200,
			Crafter				= 0x00000400,
			Quality				= 0x00000800,
			Durability			= 0x00001000,
			Protection			= 0x00002000,
			Resource			= 0x00004000,
			BaseArmor			= 0x00008000,
			StrBonus			= 0x00010000,
			DexBonus			= 0x00020000,
			IntBonus			= 0x00040000,
			StrReq				= 0x00080000,
			DexReq				= 0x00100000,
			IntReq				= 0x00200000,
			MedAllowance		= 0x00400000,
			SkillBonuses		= 0x00800000,
			PlayerConstructed	= 0x01000000
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 8 ); // version

            writer.Write((int)m_ArmorLevel);
            writer.Write((int)m_ArmorMagicLevel);

			SaveFlag flags = SaveFlag.None;

			SetSaveFlag( ref flags, SaveFlag.Attributes,		!m_AosAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.ArmorAttributes,	!m_AosArmorAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.PhysicalBonus,		m_PhysicalBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.FireBonus,			m_FireBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.ColdBonus,			m_ColdBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.PoisonBonus,		m_PoisonBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.EnergyBonus,		m_EnergyBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.Identified,		m_Identified != false );
			SetSaveFlag( ref flags, SaveFlag.MaxHitPoints,		m_MaxHitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.HitPoints,			m_HitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.Crafter,			m_Crafter != null );
			SetSaveFlag( ref flags, SaveFlag.Quality,			m_Quality != ArmorQuality.Regular );
			SetSaveFlag( ref flags, SaveFlag.Durability,		m_Durability != ArmorDurabilityLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.Protection,		m_Protection != ArmorProtectionLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.Resource,			m_Resource != DefaultResource );
			SetSaveFlag( ref flags, SaveFlag.BaseArmor,			m_ArmorBase != -1 );
			SetSaveFlag( ref flags, SaveFlag.StrBonus,			m_StrBonus != -1 );
			SetSaveFlag( ref flags, SaveFlag.DexBonus,			m_DexBonus != -1 );
			SetSaveFlag( ref flags, SaveFlag.IntBonus,			m_IntBonus != -1 );
			SetSaveFlag( ref flags, SaveFlag.StrReq,			m_StrReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.DexReq,			m_DexReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.IntReq,			m_IntReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.MedAllowance,		m_Meditate != (AMA)(-1) );
			SetSaveFlag( ref flags, SaveFlag.SkillBonuses,		!m_AosSkillBonuses.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.PlayerConstructed,	m_PlayerConstructed != false );

			writer.WriteEncodedInt( (int) flags );

			if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
				m_AosAttributes.Serialize( writer );

			if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
				m_AosArmorAttributes.Serialize( writer );

			if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
				writer.WriteEncodedInt( (int) m_PhysicalBonus );

			if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
				writer.WriteEncodedInt( (int) m_FireBonus );

			if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
				writer.WriteEncodedInt( (int) m_ColdBonus );

			if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
				writer.WriteEncodedInt( (int) m_PoisonBonus );

			if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
				writer.WriteEncodedInt( (int) m_EnergyBonus );

			if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
				writer.WriteEncodedInt( (int) m_MaxHitPoints );

			if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
				writer.WriteEncodedInt( (int) m_HitPoints );

			if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
				writer.Write( (Mobile) m_Crafter );

			if ( GetSaveFlag( flags, SaveFlag.Quality ) )
				writer.WriteEncodedInt( (int) m_Quality );

			if ( GetSaveFlag( flags, SaveFlag.Durability ) )
				writer.WriteEncodedInt( (int) m_Durability );

			if ( GetSaveFlag( flags, SaveFlag.Protection ) )
				writer.WriteEncodedInt( (int) m_Protection );

			if ( GetSaveFlag( flags, SaveFlag.Resource ) )
				writer.WriteEncodedInt( (int) m_Resource );

			if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
				writer.WriteEncodedInt( (int) m_ArmorBase );

			if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
				writer.WriteEncodedInt( (int) m_StrBonus );

			if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
				writer.WriteEncodedInt( (int) m_DexBonus );

			if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
				writer.WriteEncodedInt( (int) m_IntBonus );

			if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
				writer.WriteEncodedInt( (int) m_StrReq );

			if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
				writer.WriteEncodedInt( (int) m_DexReq );

			if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
				writer.WriteEncodedInt( (int) m_IntReq );

			if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
				writer.WriteEncodedInt( (int) m_Meditate );

			if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
				m_AosSkillBonuses.Serialize( writer );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
                case 8:
                {
                    m_ArmorLevel = reader.ReadInt();
                    m_ArmorMagicLevel = reader.ReadInt();
                    goto case 7;
                }
				case 7:
				case 6:
				case 5:
				{
					SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
						m_AosAttributes = new AosAttributes( this, reader );
					else
						m_AosAttributes = new AosAttributes( this );

					if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
						m_AosArmorAttributes = new AosArmorAttributes( this, reader );
					else
						m_AosArmorAttributes = new AosArmorAttributes( this );

					if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
						m_PhysicalBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
						m_FireBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
						m_ColdBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
						m_PoisonBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
						m_EnergyBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Identified ) )
						m_Identified = ( version >= 7 || reader.ReadBool() );

					if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
						m_MaxHitPoints = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
						m_HitPoints = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
						m_Crafter = reader.ReadMobile();

					if ( GetSaveFlag( flags, SaveFlag.Quality ) )
						m_Quality = (ArmorQuality)reader.ReadEncodedInt();
					else
						m_Quality = ArmorQuality.Regular;

					if ( version == 5 && m_Quality == ArmorQuality.Low )
						m_Quality = ArmorQuality.Regular;

					if ( GetSaveFlag( flags, SaveFlag.Durability ) )
					{
						m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();

						if ( m_Durability > ArmorDurabilityLevel.Indestructible )
							m_Durability = ArmorDurabilityLevel.Durable;
					}

					if ( GetSaveFlag( flags, SaveFlag.Protection ) )
					{
						m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt();

						if ( m_Protection > ArmorProtectionLevel.Invulnerability )
							m_Protection = ArmorProtectionLevel.Defense;
					}

					if ( GetSaveFlag( flags, SaveFlag.Resource ) )
						m_Resource = (CraftResource)reader.ReadEncodedInt();
					else
						m_Resource = DefaultResource;

					if ( m_Resource == CraftResource.None )
						m_Resource = DefaultResource;

					if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
						m_ArmorBase = reader.ReadEncodedInt();
					else
						m_ArmorBase = -1;

					if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
						m_StrBonus = reader.ReadEncodedInt();
					else
						m_StrBonus = -1;

					if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
						m_DexBonus = reader.ReadEncodedInt();
					else
						m_DexBonus = -1;

					if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
						m_IntBonus = reader.ReadEncodedInt();
					else
						m_IntBonus = -1;

					if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
						m_StrReq = reader.ReadEncodedInt();
					else
						m_StrReq = -1;

					if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
						m_DexReq = reader.ReadEncodedInt();
					else
						m_DexReq = -1;

					if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
						m_IntReq = reader.ReadEncodedInt();
					else
						m_IntReq = -1;

					if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
						m_Meditate = (AMA)reader.ReadEncodedInt();
					else
						m_Meditate = (AMA)(-1);

					if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
						m_AosSkillBonuses = new AosSkillBonuses( this, reader );

					if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
						m_PlayerConstructed = true;

					break;
				}
				case 4:
				{
					m_AosAttributes = new AosAttributes( this, reader );
					m_AosArmorAttributes = new AosArmorAttributes( this, reader );
					goto case 3;
				}
				case 3:
				{
					m_PhysicalBonus = reader.ReadInt();
					m_FireBonus = reader.ReadInt();
					m_ColdBonus = reader.ReadInt();
					m_PoisonBonus = reader.ReadInt();
					m_EnergyBonus = reader.ReadInt();
					goto case 2;
				}
				case 2:
				case 1:
				{
					m_Identified = reader.ReadBool();
					goto case 0;
				}
				case 0:
				{
					m_ArmorBase = reader.ReadInt();
					m_MaxHitPoints = reader.ReadInt();
					m_HitPoints = reader.ReadInt();
					m_Crafter = reader.ReadMobile();
					m_Quality = (ArmorQuality)reader.ReadInt();
					m_Durability = (ArmorDurabilityLevel)reader.ReadInt();
					m_Protection = (ArmorProtectionLevel)reader.ReadInt();

					AMT mat = (AMT)reader.ReadInt();

					if ( m_ArmorBase == RevertArmorBase )
						m_ArmorBase = -1;

					/*m_BodyPos = (ArmorBodyType)*/reader.ReadInt();

					if ( version < 4 )
					{
						m_AosAttributes = new AosAttributes( this );
						m_AosArmorAttributes = new AosArmorAttributes( this );
					}

					if ( version < 3 && m_Quality == ArmorQuality.Exceptional )
						DistributeBonuses( 6 );

					if ( version >= 2 )
					{
						m_Resource = (CraftResource)reader.ReadInt();
					}
					else
					{
						OreInfo info;

						switch ( reader.ReadInt() )
						{
							default:
							case 0: info = OreInfo.Iron; break;
							case 1: info = OreInfo.DullCopper; break;
							case 2: info = OreInfo.ShadowIron; break;
							case 3: info = OreInfo.Copper; break;
							case 4: info = OreInfo.Bronze; break;
							case 5: info = OreInfo.Gold; break;
							case 6: info = OreInfo.Agapite; break;
							case 7: info = OreInfo.Verite; break;
							case 8: info = OreInfo.Valorite; break;
						}

						m_Resource = CraftResources.GetFromOreInfo( info, mat );
					}

					m_StrBonus = reader.ReadInt();
					m_DexBonus = reader.ReadInt();
					m_IntBonus = reader.ReadInt();
					m_StrReq = reader.ReadInt();
					m_DexReq = reader.ReadInt();
					m_IntReq = reader.ReadInt();

					if ( m_StrBonus == OldStrBonus )
						m_StrBonus = -1;

					if ( m_DexBonus == OldDexBonus )
						m_DexBonus = -1;

					if ( m_IntBonus == OldIntBonus )
						m_IntBonus = -1;

					if ( m_StrReq == OldStrReq )
						m_StrReq = -1;

					if ( m_DexReq == OldDexReq )
						m_DexReq = -1;

					if ( m_IntReq == OldIntReq )
						m_IntReq = -1;

					m_Meditate = (AMA)reader.ReadInt();

					if ( m_Meditate == OldMedAllowance )
						m_Meditate = (AMA)(-1);

					if ( m_Resource == CraftResource.None )
					{
						if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather )
							m_Resource = CraftResource.RegularLeather;
						else if ( mat == ArmorMaterialType.Spined )
							m_Resource = CraftResource.SpinedLeather;
						else if ( mat == ArmorMaterialType.Horned )
							m_Resource = CraftResource.HornedLeather;
						else if ( mat == ArmorMaterialType.Barbed )
							m_Resource = CraftResource.BarbedLeather;
						else
							m_Resource = CraftResource.Iron;
					}

					if ( m_MaxHitPoints == 0 && m_HitPoints == 0 )
						m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );

					break;
				}
			}

			if ( m_AosSkillBonuses == null )
				m_AosSkillBonuses = new AosSkillBonuses( this );

			if ( Core.AOS && Parent is Mobile )
				m_AosSkillBonuses.AddTo( (Mobile)Parent );

			int strBonus = ComputeStatBonus( StatType.Str );
			int dexBonus = ComputeStatBonus( StatType.Dex );
			int intBonus = ComputeStatBonus( StatType.Int );

			if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
			{
				Mobile m = (Mobile)Parent;

				string modName = Serial.ToString();

				if ( strBonus != 0 )
					m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );

				if ( dexBonus != 0 )
					m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );

				if ( intBonus != 0 )
					m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
			}

			if ( Parent is Mobile )
				((Mobile)Parent).CheckStatTimers();

			if ( version < 7 )
				m_PlayerConstructed = true; // we don't know, so, assume it's crafted
		}

		public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } }

		public BaseArmor( int itemID ) :  base( itemID )
		{
			m_Quality = ArmorQuality.Regular;
			m_Durability = ArmorDurabilityLevel.Regular;
			m_Crafter = null;

			m_Resource = DefaultResource;
			Hue = CraftResources.GetHue( m_Resource );

			m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );

			this.Layer = (Layer)ItemData.Quality;

			m_AosAttributes = new AosAttributes( this );
			m_AosArmorAttributes = new AosArmorAttributes( this );
			m_AosSkillBonuses = new AosSkillBonuses( this );
		}

		public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
		{
			if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
				return false;

			return base.AllowSecureTrade( from, to, newOwner, accepted );
		}

		public virtual Race RequiredRace { get { return null; } }

		public override bool CanEquip( Mobile from )
		{
			if( !Ethics.Ethic.CheckEquip( from, this ) )
				return false;

			if( from.AccessLevel < AccessLevel.GameMaster )
			{
				if( RequiredRace != null && from.Race != RequiredRace )
				{
					if( RequiredRace == Race.Elf )
						from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
					else
						from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );

					return false;
				}
				else if( !AllowMaleWearer && !from.Female )
				{
					if( AllowFemaleWearer )
						from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
					else
						from.SendMessage( "You may not wear this." );

					return false;
				}
				else if( !AllowFemaleWearer && from.Female )
				{
					if( AllowMaleWearer )
						from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
					else
						from.SendMessage( "You may not wear this." );

					return false;
				}
				else
				{
					int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str );
					int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex );
					int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int );

					if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
					{
						from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item.
						return false;
					}
					else if( from.Str < strReq || (from.Str + strBonus) < 1 )
					{
						from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
						return false;
					}
					else if( from.Int < intReq || (from.Int + intBonus) < 1 )
					{
						from.SendMessage( "You are not smart enough to equip that." );
						return false;
					}
				}
			}

			return base.CanEquip( from );
		}

		public override bool CheckPropertyConfliction( Mobile m )
		{
			if ( base.CheckPropertyConfliction( m ) )
				return true;

			if ( Layer == Layer.Pants )
				return ( m.FindItemOnLayer( Layer.InnerLegs ) != null );

			if ( Layer == Layer.Shirt )
				return ( m.FindItemOnLayer( Layer.InnerTorso ) != null );

			return false;
		}

		public override bool OnEquip( Mobile from )
		{
			from.CheckStatTimers();

			int strBonus = ComputeStatBonus( StatType.Str );
			int dexBonus = ComputeStatBonus( StatType.Dex );
			int intBonus = ComputeStatBonus( StatType.Int );

			if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
			{
				string modName = this.Serial.ToString();

				if ( strBonus != 0 )
					from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );

				if ( dexBonus != 0 )
					from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );

				if ( intBonus != 0 )
					from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
			}

			return base.OnEquip( from );
		}

		public override void OnRemoved( object parent )
		{
			if ( parent is Mobile )
			{
				Mobile m = (Mobile)parent;
				string modName = this.Serial.ToString();

				m.RemoveStatMod( modName + "Str" );
				m.RemoveStatMod( modName + "Dex" );
				m.RemoveStatMod( modName + "Int" );

				if ( Core.AOS )
					m_AosSkillBonuses.Remove();

				((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
				m.CheckStatTimers();
			}

			base.OnRemoved( parent );
		}

		public virtual int OnHit( BaseWeapon weapon, int damageTaken )
		{
			double HalfAr = ArmorRating / 2.0;
			int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());

			damageTaken -= Absorbed;
			if ( damageTaken < 0 ) 
				damageTaken = 0;

			if ( Absorbed < 2 )
				Absorbed = 2;

			if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
			{
				if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}
				else
				{
					int wear;

					if ( weapon.Type == WeaponType.Bashing )
						wear = Absorbed / 2;
					else
						wear = Utility.Random( 2 );

					if ( wear > 0 && m_MaxHitPoints > 0 )
					{
						if ( m_HitPoints >= wear )
						{
							HitPoints -= wear;
							wear = 0;
						}
						else
						{
							wear -= HitPoints;
							HitPoints = 0;
						}

						if ( wear > 0 )
						{
							if ( m_MaxHitPoints > wear )
							{
								MaxHitPoints -= wear;

								if ( Parent is Mobile )
									((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
							}
							else
							{
								Delete();
							}
						}
					}
				}
			}

			return damageTaken;
		}

		private string GetNameString()
		{
			string name = this.Name;

			if ( name == null )
				name = String.Format( "#{0}", LabelNumber );

			return name;
		}

		[Hue, CommandProperty( AccessLevel.GameMaster )]
		public override int Hue
		{
			get{ return base.Hue; }
			set{ base.Hue = value; InvalidateProperties(); }
		}

		public override void AddNameProperty( ObjectPropertyList list )
		{
			int oreType;

			switch ( m_Resource )
			{
				case CraftResource.DullCopper:		oreType = 1053108; break; // dull copper
				case CraftResource.ShadowIron:		oreType = 1053107; break; // shadow iron
				case CraftResource.Copper:			oreType = 1053106; break; // copper
				case CraftResource.Bronze:			oreType = 1053105; break; // bronze
				case CraftResource.Gold:			oreType = 1053104; break; // golden
				case CraftResource.Agapite:			oreType = 1053103; break; // agapite
				case CraftResource.Verite:			oreType = 1053102; break; // verite
				case CraftResource.Valorite:		oreType = 1053101; break; // valorite
				case CraftResource.SpinedLeather:	oreType = 1061118; break; // spined
				case CraftResource.HornedLeather:	oreType = 1061117; break; // horned
				case CraftResource.BarbedLeather:	oreType = 1061116; break; // barbed
				case CraftResource.RedScales:		oreType = 1060814; break; // red
				case CraftResource.YellowScales:	oreType = 1060818; break; // yellow
				case CraftResource.BlackScales:		oreType = 1060820; break; // black
				case CraftResource.GreenScales:		oreType = 1060819; break; // green
				case CraftResource.WhiteScales:		oreType = 1060821; break; // white
				case CraftResource.BlueScales:		oreType = 1060815; break; // blue
				default: oreType = 0; break;
			}

			if ( m_Quality == ArmorQuality.Exceptional )
			{
				if ( oreType != 0 )
					list.Add( 1053100, "#{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~
				else
					list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~
			}
			else
			{
				if ( oreType != 0 )
					list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
				else if ( Name == null )
					list.Add( LabelNumber );
				else
					list.Add( Name );
			}
		}

		public override bool AllowEquipedCast( Mobile from )
		{
			if ( base.AllowEquipedCast( from ) )
				return true;

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

		public virtual int GetLuckBonus()
		{
			CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

			if ( resInfo == null )
				return 0;

			CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

			if ( attrInfo == null )
				return 0;

			return attrInfo.ArmorLuck;
		}

		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );

			if ( m_Crafter != null )
				list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~

			#region Factions
			if ( m_FactionState != null )
				list.Add( 1041350 ); // faction item
			#endregion

			if( RequiredRace == Race.Elf )
				list.Add( 1075086 ); // Elves Only

			m_AosSkillBonuses.GetProperties( list );

			int prop;

			if ( (prop = ArtifactRarity) > 0 )
				list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~

			if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
				list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

			if ( (prop = m_AosAttributes.DefendChance) != 0 )
				list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

			if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
				list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

			if ( (prop = m_AosAttributes.CastRecovery) != 0 )
				list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

			if ( (prop = m_AosAttributes.CastSpeed) != 0 )
				list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

			if ( (prop = m_AosAttributes.AttackChance) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusHits) != 0 )
				list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

			if ( (prop = m_AosAttributes.BonusInt) != 0 )
				list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

			if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
				list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

			if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
				list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

			if ( (prop = GetLowerStatReq()) != 0 )
				list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%

			if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
				list.Add( 1060436, prop.ToString() ); // luck ~1_val~

			if ( (prop = m_AosArmorAttributes.MageArmor) != 0 )
				list.Add( 1060437 ); // mage armor

			if ( (prop = m_AosAttributes.BonusMana) != 0 )
				list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

			if ( (prop = m_AosAttributes.RegenMana) != 0 )
				list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

			if ( (prop = m_AosAttributes.NightSight) != 0 )
				list.Add( 1060441 ); // night sight

			if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
				list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

			if ( (prop = m_AosAttributes.RegenStam) != 0 )
				list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

			if ( (prop = m_AosAttributes.RegenHits) != 0 )
				list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

			if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 )
				list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

			if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
				list.Add( 1060482 ); // spell channeling

			if ( (prop = m_AosAttributes.SpellDamage) != 0 )
				list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusStam) != 0 )
				list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

			if ( (prop = m_AosAttributes.BonusStr) != 0 )
				list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

			if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
				list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

			base.AddResistanceProperties( list );

			if ( (prop = GetDurabilityBonus()) > 0 )
				list.Add( 1060410, prop.ToString() ); // durability ~1_val~%

			if ( (prop = ComputeStatReq( StatType.Str )) > 0 )
				list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~

			if ( m_HitPoints >= 0 && m_MaxHitPoints > 0 )
				list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
		}

		public override void OnSingleClick( Mobile from )
		{
			List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

			if ( DisplayLootType )
			{
				if ( LootType == LootType.Blessed )
					attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
				else if ( LootType == LootType.Cursed )
					attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
			}

			#region Factions
			if ( m_FactionState != null )
				attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
			#endregion

			if ( m_Quality == ArmorQuality.Exceptional )
				attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );

			if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
			{
				if ( m_Durability != ArmorDurabilityLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );

				if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability )
					attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) );
			}
			else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) )
				attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified

			int number;

			if ( Name == null )
			{
				number = LabelNumber;
			}
			else
			{
				this.LabelTo( from, Name );
				number = 1041000;
			}

			if ( attrs.Count == 0 && Crafter == null && Name != null )
				return;

			EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );

			from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
		}

		#region ICraftable Members

		public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
		{
			Quality = (ArmorQuality)quality;

			if ( makersMark )
				Crafter = from;

			Type resourceType = typeRes;

			if ( resourceType == null )
				resourceType = craftItem.Resources.GetAt( 0 ).ItemType;

			Resource = CraftResources.GetFromType( resourceType );
			PlayerConstructed = true;

			CraftContext context = craftSystem.GetContext( from );

			if ( context != null && context.DoNotColor )
				Hue = 0;

			if( Quality == ArmorQuality.Exceptional )
			{
				DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14.

				if( Core.ML && !(this is BaseShield) )
				{
					int bonus = (int)(from.Skills.ArmsLore.Value / 20);

					for( int i = 0; i < bonus; i++ )
					{
						switch( Utility.Random( 5 ) )
						{
							case 0: m_PhysicalBonus++;	break;
							case 1: m_FireBonus++;		break;
							case 2: m_ColdBonus++;		break;
							case 3: m_EnergyBonus++;	break;
							case 4: m_PoisonBonus++;	break;
						}
					}

					from.CheckSkill( SkillName.ArmsLore, 0, 100 );
				}
			}

			if ( Core.AOS && tool is BaseRunicTool )
				((BaseRunicTool)tool).ApplyAttributesTo( this );

			return quality;
		}

		#endregion
	}
}



LeatherChest.cs:

using System;
using Server.Items;

namespace Server.Items
{
	[FlipableAttribute( 0x13cc, 0x13d3 )]
	public class LeatherChest : BaseArmor
	{
        public int m_BaseArmor = 13; //Added m_BaseArmor member
		public override int BasePhysicalResistance{ get{ return 2; } }
		public override int BaseFireResistance{ get{ return 4; } }
		public override int BaseColdResistance{ get{ return 3; } }
		public override int BasePoisonResistance{ get{ return 3; } }
		public override int BaseEnergyResistance{ get{ return 3; } }

		public override int InitMinHits{ get{ return 30; } }
		public override int InitMaxHits{ get{ return 40; } }

		public override int AosStrReq{ get{ return 25; } }
		public override int OldStrReq{ get{ return 15; } }

		public override int ArmorBase{ get{ return m_BaseArmor; } } //Changed from 13 to m_BaseArmor; so I can modify easier

		public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Leather; } }
		public override CraftResource DefaultResource{ get{ return CraftResource.RegularLeather; } }

		public override ArmorMeditationAllowance DefMedAllowance{ get{ return ArmorMeditationAllowance.All; } }

		[Constructable]
		public LeatherChest() : base( 0x13CC )
		{
			Weight = 6.0;
		}

		public LeatherChest( Serial serial ) : base( serial )
		{
		}
		
		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			writer.Write( (int) 0 );

            writer.Write((int)m_BaseArmor); //
		}
		
		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize( reader );
            int version = reader.ReadInt();
            switch (version)
            {
                case 0:
                {
                    int m_BaseArmor = reader.ReadInt();
                    break;
                }
            }

			if ( Weight == 1.0 )
				Weight = 6.0;
		}
	}
}


I know that I have not put the entire program up as there are hundreds of files, but these are what I am having issues with.

Okay so to summarize, I need to access
public int m_BaseArmor = 13;
in LeatherChest.cs (or any piece of armor I target), but without knowing what object it is (if you understand what I'm trying to say). I can't access the members of the LeatherChest class, only the members of the BaseArmor class, because of
BaseArmor item = (BaseArmor)target;
. I could easily do something like
LeatherChest item = (LeatherChest)target
, but then I would have to do that for every single piece of armor and that is just too much. I don't want to brute force it...

Any suggestions? Or, if you would like me to answer questions about the code to help you help me, that's fine, ask away.

BTW it is in C#, and I'm using Visual Studio 2010 Professional. I can't give you a compilable version because it requires the entire core, and the game installation.

*EDIT**CLARIFICATION* What I want to happen is I double click the item and it increases the ArmorBase of the item. I need
protected override void OnTarget(Mobile from, object target)
        {
to be able to access both BaseArmor class and whatever class the target is
public override void OnDoubleClick(Mobile from) //When player double-clicks item
        {
            if (!IsChildOf(from.Backpack))
            {
                from.SendMessage("The item needs to be in your pack");
            }
            else
            {
                from.SendMessage("Which item would you like to enchant?");
                from.Target = new DefenseSphereTarget(this);
            }
        }


I'm trying to be as clear as I can, I hope this helps more.

This post has been edited by kiasta: 12 June 2011 - 01:17 PM


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Replies To: Accessing members of inherited class?

#2 kiasta  Icon User is offline

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Re: Accessing members of inherited class?

Posted 13 June 2011 - 07:42 AM

Nevermind, I was looking at it the wrong way, I figured it out. I basically made a getter/setter to manipulate
private int m_ArmorBase = -1
Made a couple of changes to BaseArmor.cs and it works like a charm, I can bring up the properties and level/magiclevel is there and the sphere increases the base armor :)

I'll post the changes I made when I get home from work, if anyone is interested.
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