AvatarsConquest/Scripts/Commands/Player/BandSelf.cs

74 lines
2.2 KiB
C#

using System;
using Server;
using Server.Items;
using Server.Commands;
using Server.Mobiles;
namespace Server.Commands
{
public class BandSelf
{
public static void Initialize()
{
CommandSystem.Register("Bandself", AccessLevel.Player, new CommandEventHandler(Bandself_OnCommand));
}
[Usage("Bandself")]
[Description("Uses a bandage from the player's backpack on themselves.")]
public static void Bandself_OnCommand(CommandEventArgs e)
{
Mobile from = e.Mobile;
// 1. Check if the player is already bandaging to avoid resetting the timer
if (BandageContext.GetContext(from) != null)
{
from.SendMessage("You are already applying a bandage.");
return;
}
// 2. Search for the custom Enchanted Bandage first
EnchantedBandage enchanted = from.Backpack.FindItemByType<EnchantedBandage>();
if (enchanted != null && enchanted.Charges > 0)
{
// The 50% chance check
if (Utility.RandomDouble() < 0.50)
{
from.Poison = null;
from.Hits = from.HitsMax;
from.PlaySound(0x1F2);
from.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist);
from.SendMessage(63, "The enchanted bandage glows brightly, instantly curing and fully healing you!");
}
else
{
// Failed 50% check. Trigger normal heal using the custom charges.
if (BandageContext.BeginHeal(from, from) != null)
{
enchanted.Charges--;
}
}
// Return here so we don't accidentally consume a regular bandage below
return;
}
// 3. Fallback: Search for a standard bandage in the backpack
Bandage bandage = from.Backpack.FindItemByType<Bandage>();
if (bandage != null)
{
// We call BeginHeal which handles the timer, skill checks, and target logic
if (BandageContext.BeginHeal(from, from) != null)
{
bandage.Consume();
}
}
else
{
from.SendMessage("You do not have any bandages in your backpack.");
}
}
}
}