I want when i kill a boss like barracoon, neira, semidar vs. it drops powerscroll but that ps have random levels like 3 120, 2 115, 1 110 ps, i want those levels 1 120, 2 115, and the others 110 how can do that?

And the other problem is, if i want to use 120 powerscroll, firstly i must be use 115. if i want to use 115, must be use 110, 110 to 105, but i dont use 105 powerscrolls in my server how can i remove 105 ps from that stage sytem


Code:
using System;
using Server;
using Server.Gumps;
using Server.Network;

namespace Server.Items
{
    public class PowerScroll : Item
    {
        private SkillName m_Skill;
        private double m_Value;

        private static SkillName[] m_Skills = new SkillName[]
            {
                SkillName.Blacksmith,
                SkillName.Tailoring,
                SkillName.Swords,
                SkillName.Fencing,
                SkillName.Macing,
                SkillName.Archery,
                SkillName.Wrestling,
                SkillName.Parry,
                SkillName.Tactics,
                SkillName.Anatomy,
                SkillName.Healing,
                SkillName.Magery,
                SkillName.Meditation,
                SkillName.EvalInt,
                SkillName.MagicResist,
                SkillName.AnimalTaming,
                SkillName.AnimalLore,
                SkillName.Veterinary,
                SkillName.Musicianship,
                SkillName.Provocation,
                SkillName.Discordance,
                SkillName.Peacemaking
            };

        private static SkillName[] m_AOSSkills = new SkillName[]
            {
                SkillName.Blacksmith,
                SkillName.Tailoring,
                SkillName.Swords,
                SkillName.Fencing,
                SkillName.Macing,
                SkillName.Archery,
                SkillName.Wrestling,
                SkillName.Parry,
                SkillName.Tactics,
                SkillName.Anatomy,
                SkillName.Healing,
                SkillName.Magery,
                SkillName.Meditation,
                SkillName.EvalInt,
                SkillName.MagicResist,
                SkillName.AnimalTaming,
                SkillName.AnimalLore,
                SkillName.Veterinary,
                SkillName.Musicianship,
                SkillName.Provocation,
                SkillName.Discordance,
                SkillName.Peacemaking,
                SkillName.Chivalry,
                SkillName.Focus,
                SkillName.Necromancy,
                SkillName.Stealing,
                SkillName.Stealth,
                SkillName.SpiritSpeak
            };

        private static SkillName[] m_SESkills = new SkillName[]
            {
                SkillName.Blacksmith,
                SkillName.Tailoring,
                SkillName.Swords,
                SkillName.Fencing,
                SkillName.Macing,
                SkillName.Archery,
                SkillName.Wrestling,
                SkillName.Parry,
                SkillName.Tactics,
                SkillName.Anatomy,
                SkillName.Healing,
                SkillName.Magery,
                SkillName.Meditation,
                SkillName.EvalInt,
                SkillName.MagicResist,
                SkillName.AnimalTaming,
                SkillName.AnimalLore,
                SkillName.Veterinary,
                SkillName.Musicianship,
                SkillName.Provocation,
                SkillName.Discordance,
                SkillName.Peacemaking,
                SkillName.Chivalry,
                SkillName.Focus,
                SkillName.Necromancy,
                SkillName.Stealing,
                SkillName.Stealth,
                SkillName.SpiritSpeak,
                SkillName.Ninjitsu,
                SkillName.Bushido
            };

        private static SkillName[] m_MLSkills = new SkillName[]
            {
                SkillName.Blacksmith,
                SkillName.Tailoring,
                SkillName.Swords,
                SkillName.Fencing,
                SkillName.Macing,
                SkillName.Archery,
                SkillName.Wrestling,
                SkillName.Parry,
                SkillName.Tactics,
                SkillName.Anatomy,
                SkillName.Healing,
                SkillName.Magery,
                SkillName.Meditation,
                SkillName.EvalInt,
                SkillName.MagicResist,
                SkillName.AnimalTaming,
                SkillName.AnimalLore,
                SkillName.Veterinary,
                SkillName.Musicianship,
                SkillName.Provocation,
                SkillName.Discordance,
                SkillName.Peacemaking,
                SkillName.Chivalry,
                SkillName.Focus,
                SkillName.Necromancy,
                SkillName.Stealing,
                SkillName.Stealth,
                SkillName.SpiritSpeak,
                SkillName.Ninjitsu,
                SkillName.Bushido,
                SkillName.Spellweaving
            };

        public static SkillName[] Skills{ get{ return ( Core.ML ? m_MLSkills : Core.SE ? m_SESkills : Core.AOS ? m_AOSSkills : m_Skills ); } }

        public static PowerScroll CreateRandom( int min, int max )
        {
            min /= 5;
            max /= 5;

            SkillName[] skills = PowerScroll.Skills;

            return new PowerScroll( skills[Utility.Random( skills.Length )], 100 + (Utility.RandomMinMax( min, max ) * 5));
        }

        public static PowerScroll CreateRandomNoCraft( int min, int max )
        {
            min /= 5;
            max /= 5;

            SkillName[] skills = PowerScroll.Skills;
            SkillName skillName;

            do
            {
                skillName = skills[Utility.Random( skills.Length )];
            } while ( skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring );

            return new PowerScroll( skillName, 100 + (Utility.RandomMinMax( min, max ) * 5));
        }

        [Constructable]
        public PowerScroll( SkillName skill, double value ) : base( 0x14F0 )
        {
            base.Hue = 0x481;
            base.Weight = 1.0;

            m_Skill = skill;
            m_Value = value;
            if ( m_Value > 105.0 )
                LootType = LootType.Cursed;
        }

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

        [CommandProperty( AccessLevel.GameMaster )]
        public SkillName Skill
        {
            get
            {
                return m_Skill;
            }
            set
            {
                m_Skill = value;
            }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public double Value
        {
            get
            {
                return m_Value;
            }
            set
            {
                m_Value = value;
            }
        }

        private string GetNameLocalized()
        {
            return String.Concat( "#", (1044060 + (int)m_Skill).ToString() );
        }

        private string GetName()
        {
            int index = (int)m_Skill;
            SkillInfo[] table = SkillInfo.Table;

            if ( index >= 0 && index < table.Length )
                return table[index].Name.ToLower();
            else
                return "???";
        }

        public override void AddNameProperty(ObjectPropertyList list)
        {
            if ( m_Value == 105.0 )
                list.Add( 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
            else if ( m_Value == 110.0 )
                list.Add( 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
            else if ( m_Value == 115.0 )
                list.Add( 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
            else if ( m_Value == 120.0 )
                list.Add( 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
            else
                list.Add( "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
        }

        public override void OnSingleClick( Mobile from )
        {
            if ( m_Value == 105.0 )
                base.LabelTo( from, 1049639, GetNameLocalized() ); // a wonderous scroll of ~1_type~ (105 Skill)
            else if ( m_Value == 110.0 )
                base.LabelTo( from, 1049640, GetNameLocalized() ); // an exalted scroll of ~1_type~ (110 Skill)
            else if ( m_Value == 115.0 )
                base.LabelTo( from, 1049641, GetNameLocalized() ); // a mythical scroll of ~1_type~ (115 Skill)
            else if ( m_Value == 120.0 )
                base.LabelTo( from, 1049642, GetNameLocalized() ); // a legendary scroll of ~1_type~ (120 Skill)
            else
                base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), m_Value );
        }

        public void Use( Mobile from, bool firstStage )
        {
            if ( Deleted )
                return;

            if ( IsChildOf( from.Backpack ) )
            {
                Skill skill = from.Skills[m_Skill];

                if ( skill != null )
                {
                    if ( skill.Cap >= m_Value )
                    {
                        from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
                    }

                    else if ( skill.Cap < (m_Value - 5) )
                    {
                        string dummyvalue = Convert.ToString(m_Value - 5);
                        from.SendMessage( "Your current cap has to be at {0} to use this scroll", dummyvalue );
                    }

                    else
                    {
                        if ( firstStage )
                        {
                            from.CloseGump( typeof( StatCapScroll.InternalGump ) );
                            from.CloseGump( typeof( PowerScroll.InternalGump ) );
                            from.SendGump( new InternalGump( from, this ) );
                        }
                        else
                        {
                            from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!

                            skill.Cap = m_Value;

                            Effects.SendLocationParticles( EffectItem.Create( from.Location, from.Map, EffectItem.DefaultDuration ), 0, 0, 0, 0, 0, 5060, 0 );
                            Effects.PlaySound( from.Location, from.Map, 0x243 );

                            Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
                            Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 4, from.Y - 6, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );
                            Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( from.X - 6, from.Y - 4, from.Z + 15 ), from.Map ), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100 );

                            Effects.SendTargetParticles( from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100 );

                            Delete();
                        }
                    }
                }
            }
            else
            {
                from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
            }
        }

        public override void OnDoubleClick( Mobile from )
        {
            Use( from, true );
        }

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

            writer.Write( (int) 0 ); // version

            writer.Write( (int) m_Skill );
            writer.Write( (double) m_Value );
        }

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

            int version = reader.ReadInt();

            switch ( version )
            {
                case 0:
                {
                    m_Skill = (SkillName)reader.ReadInt();
                    m_Value = reader.ReadDouble();

                    break;
                }
            }

            if ( m_Value == 105.0 )
            {
                LootType = LootType.Regular;
            }
            else
            {
                LootType = LootType.Cursed;

                if ( Insured )
                    Insured = false;
            }
        }

        public class InternalGump : Gump
        {
            private Mobile m_Mobile;
            private PowerScroll m_Scroll;

            public InternalGump( Mobile mobile, PowerScroll scroll ) : base( 25, 50 )
            {
                m_Mobile = mobile;
                m_Scroll = scroll;

                AddPage( 0 );

                AddBackground( 25, 10, 420, 200, 5054 );

                AddImageTiled( 33, 20, 401, 181, 2624 );
                AddAlphaRegion( 33, 20, 401, 181 );

                AddHtmlLocalized( 40, 48, 387, 100, 1049469, true, true ); /* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
                                                                            * When used, the effect is not immediately seen without a gain of points with that skill or statistics.
                                                                            * You can view your maximum skill values in your skills window.
                                                                            * You can view your maximum statistic value in your statistics window.
                                                                            */

                AddHtmlLocalized( 125, 148, 200, 20, 1049478, 0xFFFFFF, false, false ); // Do you wish to use this scroll?

                AddButton( 100, 172, 4005, 4007, 1, GumpButtonType.Reply, 0 );
                AddHtmlLocalized( 135, 172, 120, 20, 1046362, 0xFFFFFF, false, false ); // Yes

                AddButton( 275, 172, 4005, 4007, 0, GumpButtonType.Reply, 0 );
                AddHtmlLocalized( 310, 172, 120, 20, 1046363, 0xFFFFFF, false, false ); // No

                double value = scroll.m_Value;

                if ( value == 105.0 )
                    AddHtmlLocalized( 40, 20, 260, 20, 1049635, 0xFFFFFF, false, false ); // Wonderous Scroll (105 Skill):
                else if ( value == 110.0 )
                    AddHtmlLocalized( 40, 20, 260, 20, 1049636, 0xFFFFFF, false, false ); // Exalted Scroll (110 Skill):
                else if ( value == 115.0 )
                    AddHtmlLocalized( 40, 20, 260, 20, 1049637, 0xFFFFFF, false, false ); // Mythical Scroll (115 Skill):
                else if ( value == 120.0 )
                    AddHtmlLocalized( 40, 20, 260, 20, 1049638, 0xFFFFFF, false, false ); // Legendary Scroll (120 Skill):
                else
                    AddHtml( 40, 20, 260, 20, String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", value ), false, false );

                AddHtmlLocalized( 310, 20, 120, 20, 1044060 + (int)scroll.m_Skill, 0xFFFFFF, false, false );
            }

            public override void OnResponse( NetState state, RelayInfo info )
            {
                if ( info.ButtonID == 1 )
                    m_Scroll.Use( m_Mobile, false );
            }
        }
    }
}
 
First allow me to address the use of a 110 powerscroll when your cap is 100. This has always been the default behavior on OSI / Broadsword servers and is the current behavior of ServUO. I'm not sure where your PowerScroll.cs came from.

Second, the way you describe powerscroll spawning is also not accurate. The way ServUO works, there is a 1/1000 chance of a 105 scroll dropping every time you kill a mob in a champ spawn. When the champ is killed it gives power scrolls to the top six damagers. For every power scroll a random roll is made. 5% of scrolls are 120, 40% are 115, and 55% are 110. If you would like to customize this functionality, look at Scripts/Mobiles/Special/BaseChampion.cs. You'll need to look at the bottom of the method GivePowerScrolls().
 
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