Strong Backpack
Posted: Sat May 15, 2010 9:24 am
I think it would be great if the backpack could hold more weight so things don't drop to the ground from storagekeys. The char still can't move or recall because of the weight but at least nothing gets left behind.
in Container.cs
While your in that file you could also add a message if player drops blessed or insured stuff into wrong bags
in TryDropItem block & OnDragDropInto block
in Container.cs
Code: Select all
public class Backpack : BaseContainer, IDyable
{
[Constructable]
public Backpack() : base( 0xE75 )
{
Layer = Layer.Backpack;
Weight = 1.0;
}
public override int DefaultMaxWeight
{
get
{
if ( IsSecure )
return 0;
return 1600;
}
}
public Backpack( Serial serial ) : base( serial )
{
}
public bool Dye( Mobile from, DyeTub sender )
{
if ( Deleted ) return false;
Hue = sender.DyedHue;
return true;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( version == 0 && ItemID == 0x9B2 )
ItemID = 0xE75;
}
}
in TryDropItem block & OnDragDropInto block
Code: Select all
Container pack = from.Backpack;
if (pack != null && (this != pack) && this.IsChildOf(from.Backpack))
{
if ((dropped.LootType == LootType.Blessed || dropped.LootType == LootType.Newbied) && this.LootType != LootType.Blessed)
{
from.SendMessage(33, "That is a Blessed item. Place it in your main pack or blessed bag to avoid losing it on death.");
}
if (dropped.Insured && this.LootType != LootType.Blessed)
{
from.SendMessage(33, "That is an Insured item. Place it in your main pack to avoid losing it on death.");
}
}