geshi wrote:Hey, is there a reason this is not implented? not possible or something like that? or just not worth the time?
I think it could be quite an intresting addition but just wanted to know what others thought before I started having a poke
using System;
using DOL.AI.Brain;
using DOL.Database;
using DOL.Events;
using DOL.GS.Effects;
using DOL.GS.Housing;
using DOL.GS.Keeps;
using DOL.GS.PacketHandler;
using DOL.GS.PacketHandler.Client.v168;
using DOL.GS.PlayerTitles;
using DOL.GS.PropertyCalc;
using DOL.GS.Quests;
using DOL.GS.RealmAbilities;
using DOL.GS.ServerProperties;
using DOL.GS.SkillHandler;
using DOL.GS.Spells;
using DOL.GS.Styles;
using DOL.Language;
using log4net;
namespace DOL.GS.Items
{
/// <summary>
/// This class represents an item inside the game.
/// </summary>
public class ItemBase : InventoryItem
{
public virtual bool Equip(GamePlayer player)
{
if (player == null)
{
return false;
}
player.Say("Yaaaaa i have equipped this special item of dooom");
Console.WriteLine("yeee a player equipped");
return true;
}
}
}
private string m_type;
public static readonly string DEFAULT_NPC_CLASSTYPE = "DOL.GS.Items.ItemBase";
/// <summary>
/// The items's ClassType
/// </summary>
[DataElement(AllowDbNull = true)]
public string ClassType
{
get
{
return m_type;
}
set
{
Dirty = true;
m_type = value;
m_type = DEFAULT_NPC_CLASSTYPE;
ItemBase itemBase = item as ItemBase;
if (itemBase != null)
{
itemBase.Equip(this);
}
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