#W# Initial Commit: Avatars Conquest
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199
Scripts/Skills/Peacemaking.cs
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199
Scripts/Skills/Peacemaking.cs
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using System;
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using Server.Targeting;
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using Server.Network;
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using Server.Mobiles;
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using Server.Items;
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namespace Server.SkillHandlers
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{
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public class Peacemaking
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{
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public static void Initialize()
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{
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SkillInfo.Table[(int)SkillName.Peacemaking].Callback = new SkillUseCallback( OnUse );
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}
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public static TimeSpan OnUse( Mobile m )
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{
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m.RevealingAction();
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BaseInstrument.PickInstrument( m, new InstrumentPickedCallback( OnPickedInstrument ) );
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return TimeSpan.FromSeconds( 1.0 ); // Cannot use another skill for 1 second
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}
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public static void OnPickedInstrument( Mobile from, BaseInstrument instrument )
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{
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from.RevealingAction();
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from.SendLocalizedMessage( 1049525 ); // Whom do you wish to calm?
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from.Target = new InternalTarget( from, instrument );
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from.NextSkillTime = DateTime.Now + TimeSpan.FromHours( 6.0 );
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}
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private class InternalTarget : Target
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{
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private BaseInstrument m_Instrument;
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private bool m_SetSkillTime = true;
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public InternalTarget( Mobile from, BaseInstrument instrument ) : base( BaseInstrument.GetBardRange( from, SkillName.Peacemaking ), false, TargetFlags.None )
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{
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m_Instrument = instrument;
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}
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protected override void OnTargetFinish( Mobile from )
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{
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if ( m_SetSkillTime )
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from.NextSkillTime = DateTime.Now;
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}
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protected override void OnTarget( Mobile from, object targeted )
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{
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from.RevealingAction();
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if ( !(targeted is Mobile) )
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{
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from.SendLocalizedMessage( 1049528 ); // You cannot calm that!
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}
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else if ( !m_Instrument.IsChildOf( from.Backpack ) )
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{
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from.SendLocalizedMessage( 1062488 ); // The instrument you are trying to play is no longer in your backpack!
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}
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else
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{
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m_SetSkillTime = false;
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from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds( 10.0 );
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if ( targeted == from )
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{
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// Standard mode : reset combatants for everyone in the area
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if ( !BaseInstrument.CheckMusicianship( from ) )
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{
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from.SendLocalizedMessage( 500612 ); // You play poorly, and there is no effect.
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m_Instrument.PlayInstrumentBadly( from );
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m_Instrument.ConsumeUse( from );
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}
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else if ( !from.CheckSkill( SkillName.Peacemaking, 0.0, 120.0 ) )
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{
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from.SendLocalizedMessage( 500613 ); // You attempt to calm everyone, but fail.
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m_Instrument.PlayInstrumentBadly( from );
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m_Instrument.ConsumeUse( from );
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}
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else
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{
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from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds( 5.0 );
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m_Instrument.PlayInstrumentWell( from );
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m_Instrument.ConsumeUse( from );
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Map map = from.Map;
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if ( map != null )
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{
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int range = BaseInstrument.GetBardRange( from, SkillName.Peacemaking );
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bool calmed = false;
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foreach ( Mobile m in from.GetMobilesInRange( range ) )
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{
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if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || (m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful ( m, false ))
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continue;
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calmed = true;
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m.SendLocalizedMessage( 500616 ); // You hear lovely music, and forget to continue battling!
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m.Combatant = null;
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m.Warmode = false;
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if ( m is BaseCreature && !((BaseCreature)m).BardPacified )
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((BaseCreature)m).Pacify( from, DateTime.Now + TimeSpan.FromSeconds( 1.0 ) );
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}
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if ( !calmed )
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from.SendLocalizedMessage( 1049648 ); // You play hypnotic music, but there is nothing in range for you to calm.
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else
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from.SendLocalizedMessage( 500615 ); // You play your hypnotic music, stopping the battle.
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}
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}
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}
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else
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{
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// Target mode : pacify a single target for a longer duration
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Mobile targ = (Mobile)targeted;
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if ( !from.CanBeHarmful( targ, false ) )
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{
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from.SendLocalizedMessage( 1049528 );
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m_SetSkillTime = true;
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}
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else if ( targ is BaseCreature && ((BaseCreature)targ).Uncalmable )
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{
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from.SendLocalizedMessage( 1049526 ); // You have no chance of calming that creature.
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m_SetSkillTime = true;
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}
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else if ( targ is BaseCreature && ((BaseCreature)targ).BardPacified )
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{
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from.SendLocalizedMessage( 1049527 ); // That creature is already being calmed.
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m_SetSkillTime = true;
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}
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else if ( !BaseInstrument.CheckMusicianship( from ) )
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{
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from.SendLocalizedMessage( 500612 ); // You play poorly, and there is no effect.
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from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds( 5.0 );
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m_Instrument.PlayInstrumentBadly( from );
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m_Instrument.ConsumeUse( from );
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}
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else
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{
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double diff = m_Instrument.GetDifficultyFor( targ ) - 10.0;
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double music = from.Skills[SkillName.Musicianship].Value;
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if ( music > 100.0 )
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diff -= (music - 100.0) * 0.5;
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if ( !from.CheckTargetSkill( SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0 ) )
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{
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from.SendLocalizedMessage( 1049531 ); // You attempt to calm your target, but fail.
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m_Instrument.PlayInstrumentBadly( from );
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m_Instrument.ConsumeUse( from );
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}
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else
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{
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m_Instrument.PlayInstrumentWell( from );
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m_Instrument.ConsumeUse( from );
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from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds( 5.0 );
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if ( targ is BaseCreature )
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{
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BaseCreature bc = (BaseCreature)targ;
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from.SendLocalizedMessage( 1049532 ); // You play hypnotic music, calming your target.
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targ.Combatant = null;
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targ.Warmode = false;
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double seconds = 100 - (diff / 1.5);
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if ( seconds > 120 )
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seconds = 120;
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else if ( seconds < 10 )
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seconds = 10;
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bc.Pacify( from, DateTime.Now + TimeSpan.FromSeconds( seconds ) );
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}
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else
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{
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from.SendLocalizedMessage( 1049532 ); // You play hypnotic music, calming your target.
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targ.SendLocalizedMessage( 500616 ); // You hear lovely music, and forget to continue battling!
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targ.Combatant = null;
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targ.Warmode = false;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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