#W# Initial Commit: Avatars Conquest
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using System;
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using Server;
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using Server.Network;
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using Server.Mobiles;
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namespace Server.Items
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{
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public abstract class BaseHealPotion : BasePotion
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{
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public abstract int MinHeal { get; }
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public abstract int MaxHeal { get; }
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public abstract double Delay { get; }
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public BaseHealPotion( PotionEffect effect ) : base( 0xF0C, effect )
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{
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}
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public BaseHealPotion( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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public void DoHeal( Mobile from )
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{
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int min = Scale( from, MinHeal );
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int max = Scale( from, MaxHeal );
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int heal = Utility.RandomMinMax( min, max );
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if ( from is PlayerMobile ){ heal = (int)(heal * Server.Misc.Settings.HitPoints()); }
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from.Heal( heal );
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}
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public override void Drink( Mobile from )
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{
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if ( from.Hits < from.HitsMax )
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{
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if ( from.Poisoned )
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x22, 1005000 ); // You can not heal yourself in your current state.
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}
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else
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{
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if ( from.BeginAction( typeof( BaseHealPotion ) ) )
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{
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DoHeal( from );
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BasePotion.PlayDrinkEffect( from );
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this.Consume();
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Timer.DelayCall( TimeSpan.FromSeconds( Delay ), new TimerStateCallback( ReleaseHealLock ), from );
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}
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else
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{
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from.LocalOverheadMessage( MessageType.Regular, 0x22, 500235 ); // You must wait 10 seconds before using another healing potion.
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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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from.SendLocalizedMessage( 1049547 ); // You decide against drinking this potion, as you are already at full health.
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}
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}
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private static void ReleaseHealLock( object state )
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{
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((Mobile)state).EndAction( typeof( BaseHealPotion ) );
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}
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}
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}
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