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using using using using using using using

System; System.Collections; Server.Misc; Server.Mobiles; Server.Network; Server.Gumps; Server.Regions;

namespace Server.Items { [DispellableFieldAttribute] public class Moongate : Item { private Point3D m_Target; private Map m_TargetMap; private bool m_bDispellable; [CommandProperty( AccessLevel.GameMaster )] public Point3D Target { get { return m_Target; } set { m_Target = value; } } [CommandProperty( AccessLevel.GameMaster )] public Map TargetMap { get { return m_TargetMap; } set { m_TargetMap = value; } } [CommandProperty( AccessLevel.GameMaster )] public bool Dispellable { get { return m_bDispellable; } set { m_bDispellable = value; } } [Constructable]

public Moongate( Point3D target, Map targetMap ) : base( 0xF6C ) { Movable = false; Light = LightType.Circle300; m_Target = target; m_TargetMap = targetMap; } public override void OnDoubleClick( Mobile from ) { if ( !from.Player ) return; if ( from.InRange( GetWorldLocation(), 1 ) ) CheckGate( from, 1 ); else from.SendLocalizedMessage( 500446 ); // That is too far away. } public override bool OnMoveOver( Mobile m ) { if ( m.Player ) CheckGate( m, 0 ); return true; } public virtual void OnGateUsed( Mobile m ) { } public virtual void UseGate( Mobile m ) { m_Races = m_races[0]; } } }

ItemID = 0xDDA;

//id dell'oggetto "gate"

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