- Added support for ML mods, as well as quivers. More ML artifacts are added
(http://www.uodemise.com/discussion/showthread.php?t=116685) - Dog Form HPR rate is tweaked as per OSI (http://www.uodemise.com/discussion/showthread.php?t=124422) - Hairstylist gump now works for elves (http://www.uodemise.com/discussion/showthread.php?t=120199) - Bless buff icon now will report correct values (http://www.uodemise.com/discussion/showthread.php?t=123760) - When stealthing, the step just before a stealth check won't let you lose the stealth status (you can use shadowjump) (http://www.uodemise.com/discussion/showthread.php?t=121250) - You can open the blacksmith gump even if far from anvil and forge, but you still need to be near them to craft (http://www.uodemise.com/discussion/showthread.php?t=122750)
This commit is contained in:
parent
aff5e22940
commit
30c7232a69
54 changed files with 1363 additions and 149 deletions
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@ -355,7 +355,8 @@ namespace Server.Engines.Craft
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typeof( BaseTool ),
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typeof( BaseHarvestTool ),
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typeof( FukiyaDarts ), typeof( Shuriken ),
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typeof( Spellbook ), typeof( Runebook )
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typeof( Spellbook ), typeof( Runebook ),
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typeof( BaseQuiver )
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};
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#endregion
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@ -7,6 +7,7 @@ namespace Server.Engines.Craft
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{
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public enum EnhanceResult
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{
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None,
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NotInBackpack,
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BadItem,
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BadResource,
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@ -33,6 +34,14 @@ namespace Server.Engines.Craft
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if ( CraftResources.IsStandard( resource ) )
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return EnhanceResult.BadResource;
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int num = craftSystem.CanCraft( from, tool, item.GetType() );
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if ( num > 0 )
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{
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resMessage = num;
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return EnhanceResult.None;
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}
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CraftItem craftItem = craftSystem.CraftItems.SearchFor( item.GetType() );
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@ -150,8 +150,12 @@ namespace Server.Engines.Craft
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bool toDelete = false;
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//TODO: Make a IRepairable
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if ( m_CraftSystem is DefTinkering && targeted is Golem )
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if ( m_CraftSystem.CanCraft( from, m_Tool, targeted.GetType() ) == 1044267 )
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{
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number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
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}
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else if ( m_CraftSystem is DefTinkering && targeted is Golem )
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{
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Golem g = (Golem)targeted;
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int damage = g.HitsMax - g.Hits;
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@ -22,7 +22,7 @@ namespace Server.Engines.Craft
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{
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int num = craftSystem.CanCraft( from, tool, null );
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if ( num > 0 )
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if ( num > 0 && num != 1044267 )
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{
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from.SendGump( new CraftGump( from, craftSystem, tool, num ) );
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}
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@ -111,6 +111,18 @@ namespace Server.Engines.Craft
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if ( num > 0 )
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{
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if ( num == 1044267 )
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{
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bool anvil, forge;
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DefBlacksmithy.CheckAnvilAndForge( from, 2, out anvil, out forge );
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if ( !anvil )
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num = 1044266; // You must be near an anvil
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else if ( !forge )
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num = 1044265; // You must be near a forge.
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}
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from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, num ) );
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}
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else
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@ -200,6 +200,33 @@ namespace Server.Engines.Craft
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SetNeededExpansion( index, Expansion.SE );
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}
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if( Core.ML )
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{
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index = AddCraft( typeof( ElvenQuiver ), 1015283, 1032657, 65.0, 115.0, typeof( Leather ), 1044462, 28, 1044463 );
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AddRecipe( index, 501 );
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SetNeededExpansion( index, Expansion.ML );
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index = AddCraft( typeof( QuiverOfFire ), 1015283, 1073109, 65.0, 115.0, typeof( Leather ), 1044462, 28, 1044463 );
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AddRes( index, typeof( FireRuby ), 1032695, 15, 1042081 );
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AddRecipe( index, 502 );
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SetNeededExpansion( index, Expansion.ML );
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index = AddCraft( typeof( QuiverOfIce ), 1015283, 1073110, 65.0, 115.0, typeof( Leather ), 1044462, 28, 1044463 );
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AddRes( index, typeof( WhitePearl ), 1032694, 15, 1042081 );
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AddRecipe( index, 503 );
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SetNeededExpansion( index, Expansion.ML );
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index = AddCraft( typeof( QuiverOfBlight ), 1015283, 1073111, 65.0, 115.0, typeof( Leather ), 1044462, 28, 1044463 );
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AddRes( index, typeof( Blight ), 1032675, 10, 1042081 );
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AddRecipe( index, 504 );
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SetNeededExpansion( index, Expansion.ML );
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index = AddCraft( typeof( QuiverOfLightning ), 1015283, 1073112, 65.0, 115.0, typeof( Leather ), 1044462, 28, 1044463 );
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AddRes( index, typeof( Corruption ), 1032676, 10, 1042081 );
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AddRecipe( index, 505 );
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SetNeededExpansion( index, Expansion.ML );
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}
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AddCraft( typeof( OilCloth ), 1015283, 1041498, 74.6, 99.6, typeof( Cloth ), 1044286, 1, 1044287 );
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if( Core.SE )
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@ -20,9 +20,9 @@ namespace Server.Items
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Attributes.WeaponDamage = 50;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = pois = 0;
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phys = fire = pois = chaos = direct = 0;
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cold = nrgy = 50;
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}
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@ -190,9 +190,9 @@ namespace Server.Items
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Attributes.WeaponDamage = 60;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = pois = nrgy = 0;
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phys = fire = pois = nrgy = chaos = direct = 0;
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cold = 100;
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}
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@ -232,9 +232,9 @@ namespace Server.Items
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Attributes.Luck = 200;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = cold = pois = nrgy = 0;
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phys = cold = pois = nrgy = chaos = direct = 0;
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fire = 100;
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}
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@ -345,9 +345,9 @@ namespace Server.Items
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Attributes.DefendChance = 10;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = cold = pois = 0;
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phys = fire = cold = pois = chaos = direct = 0;
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nrgy = 100;
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}
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@ -549,7 +549,7 @@ namespace Server.Items
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|| IsInTypeList( t, TreasuresOfTokuno.GreaterArtifacts )
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|| IsInTypeList( t, DemonKnight.ArtifactRarity10 )
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|| IsInTypeList( t, DemonKnight.ArtifactRarity11 )
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|| IsInTypeList( t, DemonKnight.ArtifactRarity10 )
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|| IsInTypeList( t, BaseCreature.MinorArtifactsMl )
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|| IsInTypeList( t, StealableArtifactsSpawner.TypesOfEntires )
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|| IsInTypeList( t, Paragon.Artifacts )
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|| IsInTypeList( t, Leviathan.Artifacts )
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@ -297,9 +297,9 @@ namespace Server.Items
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Attributes.WeaponSpeed = 20;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = cold = pois = 0;
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phys = fire = cold = pois = chaos = direct = 0;
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nrgy = 100;
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}
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@ -23,9 +23,9 @@ namespace Server.Items
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WeaponAttributes.HitLeechHits = 22;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = 0;
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phys = chaos = direct = 0;
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fire = 40;
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cold = 30;
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pois = 10;
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@ -38,16 +38,14 @@ namespace Server.Items
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public override void OnDoubleClick( Mobile from )
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{
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if ( from.Race == Race.Elf )
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{
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from.SendMessage( "This isn't implemented for elves yet. Sorry!" );
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return;
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}
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if ( !IsChildOf( from.Backpack ) )
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from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
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{
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from.SendLocalizedMessage( 1042001 ); // That must be in your pack...
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}
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else
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{
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from.SendGump( new InternalGump( from, this ) );
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}
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}
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private class InternalGump : Gump
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@ -69,79 +67,91 @@ namespace Server.Items
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AddHtmlLocalized( 210, 342, 90, 35, 1011012, false, false );// <CENTER>HAIRSTYLE SELECTION MENU</center>
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AddBackground( 220, 60, 50, 50, 0xA3C );
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AddBackground( 220, 115, 50, 50, 0xA3C );
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AddBackground( 220, 170, 50, 50, 0xA3C );
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AddBackground( 220, 225, 50, 50, 0xA3C );
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AddBackground( 425, 60, 50, 50, 0xA3C );
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AddBackground( 425, 115, 50, 50, 0xA3C );
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AddBackground( 425, 170, 50, 50, 0xA3C );
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AddBackground( 425, 225, 50, 50, 0xA3C );
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AddBackground( 425, 280, 50, 50, 0xA3C );
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int[][] RacialData = (from.Race == Race.Human) ? HumanArray : ElvenArray;
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AddHtmlLocalized( 150, 75, 80, 35, 1011052, false, false ); // Short
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AddHtmlLocalized( 150, 130, 80, 35, 1011053, false, false ); // Long
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AddHtmlLocalized( 150, 185, 80, 35, 1011054, false, false ); // Ponytail
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AddHtmlLocalized( 150, 240, 80, 35, 1011055, false, false ); // Mohawk
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AddHtmlLocalized( 355, 75, 80, 35, 1011047, false, false ); // Pageboy
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AddHtmlLocalized( 355, 130, 80, 35, 1011048, false, false ); // Receding
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AddHtmlLocalized( 355, 185, 80, 35, 1011049, false, false ); // 2-tails
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AddHtmlLocalized( 355, 240, 80, 35, 1011050, false, false ); // Topknot
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AddHtmlLocalized( 355, 295, 80, 35, 1011064, false, false ); // Bald
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AddImage( 153, 20, 0xC60C );
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AddImage( 153, 65, 0xED24 );
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AddImage( 153, 120, 0xED1E );
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AddImage( 153, 185, 0xC60F );
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AddImage( 358, 18, 0xED26 );
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AddImage( 358, 75, 0xEDE5 );
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AddImage( 358, 120, 0xED23 );
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AddImage( 362, 190, 0xED29 );
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AddButton( 118, 73, 0xFA5, 0xFA7, 2, GumpButtonType.Reply, 0 );
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AddButton( 118, 128, 0xFA5, 0xFA7, 3, GumpButtonType.Reply, 0 );
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AddButton( 118, 183, 0xFA5, 0xFA7, 4, GumpButtonType.Reply, 0 );
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AddButton( 118, 238, 0xFA5, 0xFA7, 5, GumpButtonType.Reply, 0 );
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AddButton( 323, 73, 0xFA5, 0xFA7, 6, GumpButtonType.Reply, 0 );
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AddButton( 323, 128, 0xFA5, 0xFA7, 7, GumpButtonType.Reply, 0 );
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AddButton( 323, 183, 0xFA5, 0xFA7, 8, GumpButtonType.Reply, 0 );
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AddButton( 323, 238, 0xFA5, 0xFA7, 9, GumpButtonType.Reply, 0 );
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AddButton( 323, 292, 0xFA5, 0xFA7, 1, GumpButtonType.Reply, 0 );
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for(int i=1; i<RacialData.Length; i++)
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{
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AddHtmlLocalized( LayoutArray[i][2], LayoutArray[i][3], (i==1) ? 125 : 80, (i==1) ? 70 : 35, (m_From.Female) ? RacialData[i][0] : RacialData[i][1], false, false );
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if ( LayoutArray[i][4] != 0 )
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{
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AddBackground( LayoutArray[i][0], LayoutArray[i][1], 50, 50, 0xA3C );
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AddImage( LayoutArray[i][4], LayoutArray[i][5], (m_From.Female) ? RacialData[i][4] : RacialData[i][5] );
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}
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AddButton( LayoutArray[i][6], LayoutArray[i][7], 0xFA5, 0xFA7, i, GumpButtonType.Reply, 0 );
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}
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}
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public override void OnResponse( NetState sender, RelayInfo info )
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{
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if( m_From == null || !m_From.Alive )
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return;
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if ( m_Deed.Deleted )
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return;
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if ( info.ButtonID > 0 )
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{
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int itemID = 0;
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if ( info.ButtonID < 1 || info.ButtonID > 10 )
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return;
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switch ( info.ButtonID )
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{
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case 2: itemID = 0x203B; break;
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case 3: itemID = 0x203C; break;
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case 4: itemID = 0x203D; break;
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case 5: itemID = 0x2044; break;
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case 6: itemID = 0x2045; break;
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case 7: itemID = m_From.Female ? 0x2046 : 0x2048; break;
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case 8: itemID = 0x2049; break;
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case 9: itemID = 0x204A; break;
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}
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int[][] RacialData = (m_From.Race == Race.Human) ? HumanArray : ElvenArray;
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if ( m_From is PlayerMobile )
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{
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PlayerMobile pm = (PlayerMobile)m_From;
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pm.SetHairMods( -1, -1 ); // clear any hairmods (disguise kit, incognito)
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}
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m_From.HairItemID = itemID;
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m_From.HairItemID = (m_From.Female) ? RacialData[info.ButtonID][2] : RacialData[info.ButtonID][3];
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m_Deed.Delete();
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}
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}
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/*
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gump data: bgX, bgY, htmlX, htmlY, imgX, imgY, butX, butY
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*/
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int[][] LayoutArray =
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{
|
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new int[] { 0 }, /* padding: its more efficient than code to ++ the index/buttonid */
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new int[] { 425, 280, 342, 295, 000, 000, 310, 292 },
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new int[] { 235, 060, 150, 075, 168, 020, 118, 073 },
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new int[] { 235, 115, 150, 130, 168, 070, 118, 128 },
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new int[] { 235, 170, 150, 185, 168, 130, 118, 183 },
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new int[] { 235, 225, 150, 240, 168, 185, 118, 238 },
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new int[] { 425, 060, 342, 075, 358, 018, 310, 073 },
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new int[] { 425, 115, 342, 130, 358, 075, 310, 128 },
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new int[] { 425, 170, 342, 185, 358, 125, 310, 183 },
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new int[] { 425, 225, 342, 240, 358, 185, 310, 238 },
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new int[] { 235, 280, 150, 295, 168, 245, 118, 292 } // slot 10, Curly - N/A for elfs.
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};
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/*
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racial arrays are: cliloc_F, cliloc_M, ItemID_F, ItemID_M, gump_img_F, gump_img_M
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*/
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int[][] HumanArray = /* why on earth cant these utilies be consistent with hex/dec */
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{
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new int[] { 0 },
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new int[] { 1011064, 1011064, 0, 0, 0, 0 }, // bald
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new int[] { 1011052, 1011052, 0x203B, 0x203B, 0xed1c, 0xC60C }, // Short
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new int[] { 1011053, 1011053, 0x203C, 0x203C, 0xed1d, 0xc60d }, // Long
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new int[] { 1011054, 1011054, 0x203D, 0x203D, 0xed1e, 0xc60e }, // Ponytail
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new int[] { 1011055, 1011055, 0x2044, 0x2044, 0xed27, 0xC60F }, // Mohawk
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new int[] { 1011047, 1011047, 0x2045, 0x2045, 0xED26, 0xED26 }, // Pageboy
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new int[] { 1074393, 1011048, 0x2046, 0x2048, 0xed28, 0xEDE5 }, // Buns, Receding
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new int[] { 1011049, 1011049, 0x2049, 0x2049, 0xede6, 0xede6 }, // 2-tails
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new int[] { 1011050, 1011050, 0x204A, 0x204A, 0xED29, 0xED29 }, // Topknot
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new int[] { 1011396, 1011396, 0x2047, 0x2047, 0xed25, 0xc618 } // Curly
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||||
};
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int[][] ElvenArray =
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{
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new int[] { 0 },
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new int[] { 1011064, 1011064, 0, 0, 0, 0, }, // bald
|
||||
new int[] { 1074386, 1074386, 0x2fc0, 0x2fc0, 0xedf5, 0xc6e5 }, // long feather
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new int[] { 1074387, 1074387, 0x2fc1, 0x2fc1, 0xedf6, 0xc6e6 }, // short
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new int[] { 1074388, 1074388, 0x2fc2, 0x2fc2, 0xedf7, 0xc6e7 }, // mullet
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new int[] { 1074391, 1074391, 0x2fce, 0x2fce, 0xeddc, 0xc6cc }, // knob
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new int[] { 1074392, 1074392, 0x2fcf, 0x2fcf, 0xeddd, 0xc6cd }, // braided
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||||
new int[] { 1074394, 1074394, 0x2fd1, 0x2fd1, 0xeddf, 0xc6cf }, // spiked
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new int[] { 1074389, 1074385, 0x2fcc, 0x2fbf, 0xedda, 0xc6e4 }, // flower, mid-long
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new int[] { 1074393, 1074390, 0x2fd0, 0x2fcd, 0xedde, 0xc6cb } // buns, long
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||||
};
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||||
}
|
||||
}
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||||
}
|
||||
|
|
@ -21,12 +21,12 @@ namespace Server.Items
|
|||
WeaponAttributes.ResistColdBonus = 10;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
cold = 50;
|
||||
phys = 50;
|
||||
|
||||
pois = fire = nrgy = 0;
|
||||
pois = fire = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public ArcticDeathDealer( Serial serial ) : base( serial )
|
||||
|
|
|
|||
|
|
@ -22,12 +22,12 @@ namespace Server.Items
|
|||
WeaponAttributes.LowerStatReq = 100;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
fire = 50;
|
||||
phys = 50;
|
||||
|
||||
cold = pois = nrgy = 0;
|
||||
cold = pois = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public BlazeOfDeath( Serial serial ) : base( serial )
|
||||
|
|
|
|||
|
|
@ -22,11 +22,11 @@ namespace Server.Items
|
|||
Attributes.BonusMana = 6;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
cold = 100;
|
||||
|
||||
fire = phys = pois = nrgy = 0;
|
||||
fire = phys = pois = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public ColdBlood( Serial serial ) : base( serial )
|
||||
|
|
|
|||
49
Scripts/Items/Minor Artifacts/ML/Boomstick.cs
Normal file
49
Scripts/Items/Minor Artifacts/ML/Boomstick.cs
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Items;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class Boomstick : WildStaff
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075032; } } // Boomstick
|
||||
|
||||
public override int InitMinHits{ get{ return 255; } }
|
||||
public override int InitMaxHits{ get{ return 255; } }
|
||||
|
||||
[Constructable]
|
||||
public Boomstick() : base()
|
||||
{
|
||||
Hue = 0x25;
|
||||
|
||||
Attributes.SpellChanneling = 1;
|
||||
Attributes.RegenMana = 3;
|
||||
Attributes.CastSpeed = 1;
|
||||
Attributes.LowerRegCost = 20;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = pois = nrgy = direct = 0;
|
||||
chaos = 100;
|
||||
}
|
||||
|
||||
public Boomstick( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
48
Scripts/Items/Minor Artifacts/ML/HelmOfSwiftness.cs
Normal file
48
Scripts/Items/Minor Artifacts/ML/HelmOfSwiftness.cs
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class HelmOfSwiftness : WingedHelm
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075037; } } // Helm of Swiftness
|
||||
|
||||
public override int BasePhysicalResistance{ get{ return 6; } }
|
||||
public override int BaseFireResistance{ get{ return 5; } }
|
||||
public override int BaseColdResistance{ get{ return 6; } }
|
||||
public override int BasePoisonResistance{ get{ return 6; } }
|
||||
public override int BaseEnergyResistance{ get{ return 8; } }
|
||||
|
||||
public override int InitMinHits{ get{ return 255; } }
|
||||
public override int InitMaxHits{ get{ return 255; } }
|
||||
|
||||
[Constructable]
|
||||
public HelmOfSwiftness() : base()
|
||||
{
|
||||
Hue = 0x592;
|
||||
|
||||
Attributes.BonusInt = 5;
|
||||
Attributes.CastSpeed = 1;
|
||||
Attributes.CastRecovery = 2;
|
||||
ArmorAttributes.MageArmor = 1;
|
||||
}
|
||||
|
||||
public HelmOfSwiftness( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
43
Scripts/Items/Minor Artifacts/ML/QuiverOfElements.cs
Normal file
43
Scripts/Items/Minor Artifacts/ML/QuiverOfElements.cs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfElements : BaseQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075040; } } // Quiver of the Elements
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfElements() : base()
|
||||
{
|
||||
Hue = 0xEB;
|
||||
|
||||
DamageIncrease = 10;
|
||||
WeightReduction = 50;
|
||||
}
|
||||
|
||||
public QuiverOfElements( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
phys = fire = cold = pois = nrgy = direct = 0;
|
||||
chaos = 100;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
43
Scripts/Items/Minor Artifacts/ML/QuiverOfRage.cs
Normal file
43
Scripts/Items/Minor Artifacts/ML/QuiverOfRage.cs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfRage : BaseQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075038; } } // Quiver of Rage
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfRage() : base()
|
||||
{
|
||||
Hue = 0x24C;
|
||||
|
||||
WeightReduction = 25;
|
||||
DamageIncrease = 10;
|
||||
}
|
||||
|
||||
public QuiverOfRage( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
chaos = direct = 0;
|
||||
phys = fire = cold = pois = nrgy = 20;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -23,11 +23,11 @@ namespace Server.Items
|
|||
Slayer = SlayerName.Repond;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
cold = 100;
|
||||
|
||||
pois = fire = phys = nrgy = 0;
|
||||
pois = fire = phys = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public SoulSeeker( Serial serial ) : base( serial )
|
||||
|
|
|
|||
48
Scripts/Items/Minor Artifacts/ML/WildfireBow.cs
Normal file
48
Scripts/Items/Minor Artifacts/ML/WildfireBow.cs
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class WildfireBow : ElvenCompositeLongbow
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075044; } } // Wildfire Bow
|
||||
|
||||
public override int InitMinHits{ get{ return 255; } }
|
||||
public override int InitMaxHits{ get{ return 255; } }
|
||||
|
||||
[Constructable]
|
||||
public WildfireBow() : base()
|
||||
{
|
||||
Hue = 0x489;
|
||||
|
||||
SkillBonuses.SetValues( 0, SkillName.Archery, 10 );
|
||||
WeaponAttributes.ResistFireBonus = 25;
|
||||
|
||||
Velocity = 15;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = cold = pois = nrgy = chaos = direct = 0;
|
||||
fire = 100;
|
||||
}
|
||||
|
||||
public WildfireBow( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
42
Scripts/Items/Minor Artifacts/ML/Windsong.cs
Normal file
42
Scripts/Items/Minor Artifacts/ML/Windsong.cs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class Windsong : MagicalShortbow
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1075031; } } // Windsong
|
||||
|
||||
public override int InitMinHits{ get{ return 255; } }
|
||||
public override int InitMaxHits{ get{ return 255; } }
|
||||
|
||||
[Constructable]
|
||||
public Windsong() : base()
|
||||
{
|
||||
Hue = 0xAC;
|
||||
|
||||
Attributes.WeaponDamage = 35;
|
||||
WeaponAttributes.SelfRepair = 3;
|
||||
|
||||
Velocity = 25;
|
||||
}
|
||||
|
||||
public Windsong( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -21,12 +21,12 @@ namespace Server.Items
|
|||
WeaponAttributes.ResistPoisonBonus = 10;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
pois = 50;
|
||||
phys = 50;
|
||||
|
||||
fire = cold = nrgy = 0;
|
||||
fire = cold = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public NoxRangersHeavyCrossbow( Serial serial ) : base( serial )
|
||||
|
|
|
|||
|
|
@ -24,11 +24,11 @@ namespace Server.Items
|
|||
Slayer = SlayerName.Fey;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
fire = 100;
|
||||
|
||||
cold = pois = phys = nrgy = 0;
|
||||
cold = pois = phys = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public PixieSwatter( Serial serial ) : base( serial )
|
||||
|
|
|
|||
|
|
@ -20,11 +20,11 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 40;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
pois = 100;
|
||||
|
||||
cold = fire = phys = nrgy = 0;
|
||||
cold = fire = phys = nrgy = chaos = direct = 0;
|
||||
}
|
||||
|
||||
public WrathOfTheDryad( Serial serial ) : base( serial )
|
||||
|
|
|
|||
468
Scripts/Items/Quivers/BaseQuiver.cs
Normal file
468
Scripts/Items/Quivers/BaseQuiver.cs
Normal file
|
|
@ -0,0 +1,468 @@
|
|||
using System;
|
||||
using Server.Network;
|
||||
using Server.Engines.Craft;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class BaseQuiver : Container, ICraftable
|
||||
{
|
||||
public override int DefaultGumpID{ get{ return 0x108; } }
|
||||
public override int DefaultMaxItems{ get{ return 1; } }
|
||||
public override int DefaultMaxWeight{ get{ return 50; } }
|
||||
public override double DefaultWeight{ get{ return 2.0; } }
|
||||
|
||||
private AosAttributes m_Attributes;
|
||||
private int m_Capacity;
|
||||
private int m_LowerAmmoCost;
|
||||
private int m_WeightReduction;
|
||||
private int m_DamageIncrease;
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster)]
|
||||
public AosAttributes Attributes
|
||||
{
|
||||
get{ return m_Attributes; }
|
||||
set{}
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster)]
|
||||
public int Capacity
|
||||
{
|
||||
get{ return m_Capacity; }
|
||||
set{ m_Capacity = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster)]
|
||||
public int LowerAmmoCost
|
||||
{
|
||||
get{ return m_LowerAmmoCost; }
|
||||
set{ m_LowerAmmoCost = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster)]
|
||||
public int WeightReduction
|
||||
{
|
||||
get{ return m_WeightReduction; }
|
||||
set{ m_WeightReduction = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster)]
|
||||
public int DamageIncrease
|
||||
{
|
||||
get{ return m_DamageIncrease; }
|
||||
set{ m_DamageIncrease = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
private Mobile m_Crafter;
|
||||
private ClothingQuality m_Quality;
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public Mobile Crafter
|
||||
{
|
||||
get{ return m_Crafter; }
|
||||
set{ m_Crafter = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public ClothingQuality Quality
|
||||
{
|
||||
get{ return m_Quality; }
|
||||
set{ m_Quality = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
public Item Ammo
|
||||
{
|
||||
get{ return Items.Count > 0 ? Items[ 0 ] : null; }
|
||||
}
|
||||
|
||||
public BaseQuiver() : this( 0x2FB7 )
|
||||
{
|
||||
}
|
||||
|
||||
public BaseQuiver( int itemID ) : base( itemID )
|
||||
{
|
||||
Weight = 2.0;
|
||||
Capacity = 500;
|
||||
Layer = Layer.Cloak;
|
||||
|
||||
m_Attributes = new AosAttributes( this );
|
||||
}
|
||||
|
||||
public BaseQuiver( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnAfterDuped( Item newItem )
|
||||
{
|
||||
BaseQuiver quiver = newItem as BaseQuiver;
|
||||
|
||||
if ( quiver == null )
|
||||
return;
|
||||
|
||||
quiver.m_Attributes = new AosAttributes( newItem, m_Attributes );
|
||||
}
|
||||
|
||||
public override void UpdateTotal( Item sender, TotalType type, int delta )
|
||||
{
|
||||
InvalidateProperties();
|
||||
|
||||
base.UpdateTotal(sender, type, delta);
|
||||
}
|
||||
|
||||
public override int GetTotal( TotalType type )
|
||||
{
|
||||
int total = base.GetTotal( type );
|
||||
|
||||
if ( type == TotalType.Weight )
|
||||
total -= total * m_WeightReduction / 100;
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
private static Type[] m_Ammo = new Type[]
|
||||
{
|
||||
typeof( Arrow ), typeof( Bolt )
|
||||
};
|
||||
|
||||
public bool CheckType( Item item )
|
||||
{
|
||||
Type type = item.GetType();
|
||||
Item ammo = Ammo;
|
||||
|
||||
if ( ammo != null )
|
||||
{
|
||||
if ( ammo.GetType() == type )
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
for ( int i = 0; i < m_Ammo.Length; i++ )
|
||||
{
|
||||
if ( type == m_Ammo[ i ] )
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CheckHold( Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight )
|
||||
{
|
||||
if ( !CheckType( item ) )
|
||||
{
|
||||
if ( message )
|
||||
m.SendLocalizedMessage( 1074836 ); // The container can not hold that type of object.
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( Items.Count < DefaultMaxItems )
|
||||
{
|
||||
if ( item.Amount <= m_Capacity )
|
||||
return base.CheckHold( m, item, message, checkItems, plusItems, plusWeight );
|
||||
|
||||
return false;
|
||||
}
|
||||
else if ( checkItems )
|
||||
return false;
|
||||
|
||||
Item ammo = Ammo;
|
||||
|
||||
if ( ammo == null || ammo.Deleted )
|
||||
return false;
|
||||
|
||||
if ( ammo.Amount + item.Amount <= m_Capacity )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void AddItem( Item dropped )
|
||||
{
|
||||
base.AddItem( dropped );
|
||||
|
||||
InvalidateWeight();
|
||||
}
|
||||
|
||||
public override void RemoveItem( Item dropped )
|
||||
{
|
||||
base.RemoveItem( dropped );
|
||||
|
||||
InvalidateWeight();
|
||||
}
|
||||
|
||||
public override void OnAdded( object parent )
|
||||
{
|
||||
if ( parent is Mobile )
|
||||
{
|
||||
Mobile mob = (Mobile) parent;
|
||||
|
||||
m_Attributes.AddStatBonuses( mob );
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnRemoved( object parent )
|
||||
{
|
||||
if ( parent is Mobile )
|
||||
{
|
||||
Mobile mob = (Mobile) parent;
|
||||
|
||||
m_Attributes.RemoveStatBonuses( mob );
|
||||
}
|
||||
}
|
||||
|
||||
public override void GetProperties( ObjectPropertyList list )
|
||||
{
|
||||
base.GetProperties( list );
|
||||
|
||||
if ( m_Crafter != null )
|
||||
list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
|
||||
|
||||
if ( m_Quality == ClothingQuality.Exceptional )
|
||||
list.Add( 1063341 ); // exceptional
|
||||
|
||||
Item ammo = Ammo;
|
||||
|
||||
if ( ammo != null )
|
||||
{
|
||||
if ( ammo is Arrow )
|
||||
list.Add( 1075265, "{0}\t{1}", ammo.Amount, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
|
||||
else if ( ammo is Bolt )
|
||||
list.Add( 1075266, "{0}\t{1}", ammo.Amount, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ bolts
|
||||
}
|
||||
else
|
||||
list.Add( 1075265, "{0}\t{1}", 0, Capacity ); // Ammo: ~1_QUANTITY~/~2_CAPACITY~ arrows
|
||||
|
||||
int prop;
|
||||
|
||||
if ( (prop = m_DamageIncrease) != 0 )
|
||||
list.Add( 1074762, prop.ToString() ); // Damage modifier: ~1_PERCENT~%
|
||||
|
||||
int phys, fire, cold, pois, nrgy, chaos, direct;
|
||||
phys = fire = cold = pois = nrgy = chaos = direct = 0;
|
||||
|
||||
AlterBowDamage( ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct );
|
||||
|
||||
if ( phys != 0 )
|
||||
list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%
|
||||
|
||||
if ( fire != 0 )
|
||||
list.Add( 1060405, fire.ToString() ); // fire damage ~1_val~%
|
||||
|
||||
if ( cold != 0 )
|
||||
list.Add( 1060404, cold.ToString() ); // cold damage ~1_val~%
|
||||
|
||||
if ( pois != 0 )
|
||||
list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%
|
||||
|
||||
if ( nrgy != 0 )
|
||||
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val
|
||||
|
||||
if ( chaos != 0 )
|
||||
list.Add( 1072846, chaos.ToString() ); // chaos damage ~1_val~%
|
||||
|
||||
if ( direct != 0 )
|
||||
list.Add( 1079978, direct.ToString() ); // Direct Damage: ~1_PERCENT~%
|
||||
|
||||
list.Add( 1075085 ); // Requirement: Mondain's Legacy
|
||||
|
||||
if ( (prop = m_Attributes.DefendChance) != 0 )
|
||||
list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.BonusDex) != 0 )
|
||||
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.EnhancePotions) != 0 )
|
||||
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.CastRecovery) != 0 )
|
||||
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.CastSpeed) != 0 )
|
||||
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.AttackChance) != 0 )
|
||||
list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.BonusHits) != 0 )
|
||||
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.BonusInt) != 0 )
|
||||
list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.LowerManaCost) != 0 )
|
||||
list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.LowerRegCost) != 0 )
|
||||
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.Luck) != 0 )
|
||||
list.Add( 1060436, prop.ToString() ); // luck ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.BonusMana) != 0 )
|
||||
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.RegenMana) != 0 )
|
||||
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.NightSight) != 0 )
|
||||
list.Add( 1060441 ); // night sight
|
||||
|
||||
if ( (prop = m_Attributes.ReflectPhysical) != 0 )
|
||||
list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.RegenStam) != 0 )
|
||||
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.RegenHits) != 0 )
|
||||
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.SpellDamage) != 0 )
|
||||
list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%
|
||||
|
||||
if ( (prop = m_Attributes.BonusStam) != 0 )
|
||||
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.BonusStr) != 0 )
|
||||
list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~
|
||||
|
||||
if ( (prop = m_Attributes.WeaponSpeed) != 0 )
|
||||
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
|
||||
|
||||
if ( (prop = m_LowerAmmoCost) > 0 )
|
||||
list.Add( 1075208, prop.ToString() ); // Lower Ammo Cost ~1_Percentage~%
|
||||
|
||||
double weight = 0;
|
||||
|
||||
if ( ammo != null )
|
||||
weight = ammo.Weight * ammo.Amount;
|
||||
|
||||
list.Add( 1072241, "{0}\t{1}\t{2}\t{3}", Items.Count, DefaultMaxItems, (int) weight, DefaultMaxWeight ); // Contents: ~1_COUNT~/~2_MAXCOUNT items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones
|
||||
|
||||
if ( (prop = m_WeightReduction) != 0 )
|
||||
list.Add( 1072210, prop.ToString() ); // Weight reduction: ~1_PERCENTAGE~%
|
||||
}
|
||||
|
||||
private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
|
||||
{
|
||||
if ( setIf )
|
||||
flags |= toSet;
|
||||
}
|
||||
|
||||
private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
|
||||
{
|
||||
return ( (flags & toGet) != 0 );
|
||||
}
|
||||
|
||||
[Flags]
|
||||
private enum SaveFlag
|
||||
{
|
||||
None = 0x00000000,
|
||||
Attributes = 0x00000001,
|
||||
DamageModifier = 0x00000002,
|
||||
LowerAmmoCost = 0x00000004,
|
||||
WeightReduction = 0x00000008,
|
||||
Crafter = 0x00000010,
|
||||
Quality = 0x00000020,
|
||||
Capacity = 0x00000040,
|
||||
DamageIncrease = 0x00000080
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.Write( 0 ); // version
|
||||
|
||||
SaveFlag flags = SaveFlag.None;
|
||||
|
||||
SetSaveFlag( ref flags, SaveFlag.Attributes, !m_Attributes.IsEmpty );
|
||||
SetSaveFlag( ref flags, SaveFlag.LowerAmmoCost, m_LowerAmmoCost != 0 );
|
||||
SetSaveFlag( ref flags, SaveFlag.WeightReduction, m_WeightReduction != 0 );
|
||||
SetSaveFlag( ref flags, SaveFlag.DamageIncrease, m_DamageIncrease != 0 );
|
||||
SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null );
|
||||
SetSaveFlag( ref flags, SaveFlag.Quality, true );
|
||||
SetSaveFlag( ref flags, SaveFlag.Capacity, m_Capacity > 0 );
|
||||
|
||||
writer.WriteEncodedInt( (int) flags );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
|
||||
m_Attributes.Serialize( writer );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.LowerAmmoCost ) )
|
||||
writer.Write( (int) m_LowerAmmoCost );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.WeightReduction ) )
|
||||
writer.Write( (int) m_WeightReduction );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.DamageIncrease ) )
|
||||
writer.Write( (int) m_DamageIncrease );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
|
||||
writer.Write( (Mobile) m_Crafter );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
|
||||
writer.Write( (int) m_Quality );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Capacity ) )
|
||||
writer.Write( (int) m_Capacity );
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadInt();
|
||||
|
||||
SaveFlag flags = (SaveFlag) reader.ReadEncodedInt();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
|
||||
m_Attributes = new AosAttributes( this, reader );
|
||||
else
|
||||
m_Attributes = new AosAttributes( this );
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.LowerAmmoCost ) )
|
||||
m_LowerAmmoCost = reader.ReadInt();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.WeightReduction ) )
|
||||
m_WeightReduction = reader.ReadInt();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.DamageIncrease ) )
|
||||
m_DamageIncrease = reader.ReadInt();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
|
||||
m_Crafter = reader.ReadMobile();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
|
||||
m_Quality = (ClothingQuality) reader.ReadInt();
|
||||
|
||||
if ( GetSaveFlag( flags, SaveFlag.Capacity ) )
|
||||
m_Capacity = reader.ReadInt();
|
||||
}
|
||||
|
||||
public virtual void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
}
|
||||
|
||||
public void InvalidateWeight()
|
||||
{
|
||||
if ( RootParent is Mobile )
|
||||
{
|
||||
Mobile m = (Mobile) RootParent;
|
||||
|
||||
m.UpdateTotals();
|
||||
}
|
||||
}
|
||||
|
||||
#region ICraftable
|
||||
public virtual int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
|
||||
{
|
||||
Quality = (ClothingQuality) quality;
|
||||
|
||||
if ( makersMark )
|
||||
Crafter = from;
|
||||
|
||||
return quality;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
36
Scripts/Items/Quivers/ElvenQuiver.cs
Normal file
36
Scripts/Items/Quivers/ElvenQuiver.cs
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
[FlipableAttribute( 0x2FB7, 0x3171 )]
|
||||
public class ElvenQuiver : BaseQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1032657; } } // elven quiver
|
||||
|
||||
[Constructable]
|
||||
public ElvenQuiver() : base()
|
||||
{
|
||||
DamageIncrease = 10;
|
||||
WeightReduction = 30;
|
||||
}
|
||||
|
||||
public ElvenQuiver( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
40
Scripts/Items/Quivers/QuiverOfBlight.cs
Normal file
40
Scripts/Items/Quivers/QuiverOfBlight.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfBlight : ElvenQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1073111; } } // Quiver of Blight
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfBlight() : base()
|
||||
{
|
||||
Hue = 0x4F3;
|
||||
}
|
||||
|
||||
public QuiverOfBlight( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
phys = fire = nrgy = chaos = direct = 0;
|
||||
cold = pois = 50;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
40
Scripts/Items/Quivers/QuiverOfFire.cs
Normal file
40
Scripts/Items/Quivers/QuiverOfFire.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfFire : ElvenQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1073109; } } // quiver of fire
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfFire() : base()
|
||||
{
|
||||
Hue = 0x4E7;
|
||||
}
|
||||
|
||||
public QuiverOfFire( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
cold = pois = nrgy = chaos = direct = 0;
|
||||
phys = fire = 50;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
40
Scripts/Items/Quivers/QuiverOfIce.cs
Normal file
40
Scripts/Items/Quivers/QuiverOfIce.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfIce : ElvenQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1073110; } } // quiver of ice
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfIce() : base()
|
||||
{
|
||||
Hue = 0x4ED;
|
||||
}
|
||||
|
||||
public QuiverOfIce( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
fire = pois = nrgy = chaos = direct = 0;
|
||||
phys = cold = 50;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
40
Scripts/Items/Quivers/QuiverOfLightning.cs
Normal file
40
Scripts/Items/Quivers/QuiverOfLightning.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class QuiverOfLightning : ElvenQuiver
|
||||
{
|
||||
public override int LabelNumber{ get{ return 1073112; } } // Quiver of Lightning
|
||||
|
||||
[Constructable]
|
||||
public QuiverOfLightning() : base()
|
||||
{
|
||||
Hue = 0x4F9;
|
||||
}
|
||||
|
||||
public QuiverOfLightning( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void AlterBowDamage( ref int phys, ref int fire, ref int cold, ref int pois, ref int nrgy, ref int chaos, ref int direct )
|
||||
{
|
||||
fire = cold = pois = chaos = direct = 0;
|
||||
phys = nrgy = 50;
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -69,6 +69,14 @@ namespace Server.Items
|
|||
|
||||
if ( handTwo is BaseWeapon )
|
||||
handOne = handTwo;
|
||||
|
||||
if ( handOne is BaseRanged )
|
||||
{
|
||||
BaseRanged ranged = (BaseRanged) handOne;
|
||||
|
||||
if ( ranged.Balanced )
|
||||
return true;
|
||||
}
|
||||
|
||||
return ( handOne == null || handTwo == null );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -349,9 +349,9 @@ namespace Server.Items
|
|||
|
||||
public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder )
|
||||
{
|
||||
int fire, phys, cold, nrgy, pois;
|
||||
int fire, phys, cold, nrgy, pois, chaos, direct;
|
||||
|
||||
weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
|
||||
weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
|
||||
|
||||
int totalDamage = phys;
|
||||
|
||||
|
|
|
|||
|
|
@ -130,7 +130,7 @@ namespace Server.Items
|
|||
|
||||
int num = system.CanCraft( from, this, null );
|
||||
|
||||
if ( num > 0 )
|
||||
if ( num > 0 && ( num != 1044267 || !Core.SE ) ) // Blacksmithing shows the gump regardless of proximity of an anvil and forge after SE
|
||||
{
|
||||
from.SendLocalizedMessage( num );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,9 +20,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 50;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = pois = nrgy = 0;
|
||||
phys = fire = pois = nrgy = chaos = direct = 0;
|
||||
cold = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -22,9 +22,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 50;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
fire = cold = nrgy = 0;
|
||||
fire = cold = nrgy = chaos = direct = 0;
|
||||
phys = 25;
|
||||
pois = 75;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,9 +21,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 50;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = pois = 0;
|
||||
phys = fire = cold = pois = chaos = direct = 0;
|
||||
nrgy = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -22,9 +22,9 @@ namespace Server.Items
|
|||
WeaponAttributes.UseBestSkill = 1;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = pois = 0;
|
||||
phys = fire = cold = pois = chaos = direct = 0;
|
||||
nrgy = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -21,9 +21,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 50;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = nrgy = 0;
|
||||
phys = fire = cold = nrgy = chaos = direct = 0;
|
||||
pois = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -21,8 +21,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 50;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
chaos = direct = 0;
|
||||
phys = fire = cold = pois = nrgy = 20;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1517,9 +1517,17 @@ namespace Server.Items
|
|||
|
||||
AddBlood( attacker, defender, damage );
|
||||
|
||||
int phys, fire, cold, pois, nrgy;
|
||||
int phys, fire, cold, pois, nrgy, chaos, direct;
|
||||
|
||||
GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy );
|
||||
GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
|
||||
|
||||
if ( Core.ML && this is BaseRanged )
|
||||
{
|
||||
BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
|
||||
|
||||
if ( quiver != null )
|
||||
quiver.AlterBowDamage( ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct );
|
||||
}
|
||||
|
||||
if ( m_Consecrated )
|
||||
{
|
||||
|
|
@ -1536,7 +1544,7 @@ namespace Server.Items
|
|||
if ( pois < low ){ low = pois; type = 3; }
|
||||
if ( nrgy < low ){ low = nrgy; type = 4; }
|
||||
|
||||
phys = fire = cold = pois = nrgy = 0;
|
||||
phys = fire = cold = pois = nrgy = chaos = direct = 0;
|
||||
|
||||
if ( type == 0 ) phys = 100;
|
||||
else if ( type == 1 ) fire = 100;
|
||||
|
|
@ -1561,7 +1569,7 @@ namespace Server.Items
|
|||
|
||||
bool ignoreArmor = ( a is ArmorIgnore || (move != null && move.IgnoreArmor( attacker )) );
|
||||
|
||||
damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy );
|
||||
damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged );
|
||||
|
||||
double propertyBonus = ( move == null ) ? 1.0 : move.GetPropertyBonus( attacker );
|
||||
|
||||
|
|
@ -1966,7 +1974,7 @@ namespace Server.Items
|
|||
}
|
||||
}
|
||||
|
||||
public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
if( wielder is BaseCreature )
|
||||
{
|
||||
|
|
@ -1977,6 +1985,8 @@ namespace Server.Items
|
|||
cold = bc.ColdDamage;
|
||||
pois = bc.PoisonDamage;
|
||||
nrgy = bc.EnergyDamage;
|
||||
chaos = bc.ChaosDamage;
|
||||
direct = bc.DirectDamage;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -1984,8 +1994,10 @@ namespace Server.Items
|
|||
cold = m_AosElementDamages.Cold;
|
||||
pois = m_AosElementDamages.Poison;
|
||||
nrgy = m_AosElementDamages.Energy;
|
||||
chaos = m_AosElementDamages.Chaos;
|
||||
direct = m_AosElementDamages.Direct;
|
||||
|
||||
phys = 100 - fire - cold - pois - nrgy;
|
||||
phys = 100 - fire - cold - pois - nrgy - chaos - direct;
|
||||
|
||||
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
|
||||
|
||||
|
|
@ -2001,6 +2013,8 @@ namespace Server.Items
|
|||
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponEnergyDamage, ref nrgy, left );
|
||||
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponFireDamage, ref fire, left );
|
||||
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponPoisonDamage, ref pois, left );
|
||||
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponChaosDamage, ref chaos, left );
|
||||
left = ApplyCraftAttributeElementDamage( attrInfo.WeaponDirectDamage, ref direct, left );
|
||||
|
||||
phys = left;
|
||||
}
|
||||
|
|
@ -2975,8 +2989,8 @@ namespace Server.Items
|
|||
|
||||
public int GetElementalDamageHue()
|
||||
{
|
||||
int phys, fire, cold, pois, nrgy;
|
||||
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
|
||||
int phys, fire, cold, pois, nrgy, chaos, direct;
|
||||
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
|
||||
//Order is Cold, Energy, Fire, Poison, Physical left
|
||||
|
||||
int currentMax = 50;
|
||||
|
|
@ -3123,6 +3137,9 @@ namespace Server.Items
|
|||
|
||||
int prop;
|
||||
|
||||
if ( Core.ML && this is BaseRanged && ( (BaseRanged) this ).Balanced )
|
||||
list.Add( 1072792 ); // Balanced
|
||||
|
||||
if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
|
||||
list.Add( 1060400 ); // use best weapon skill
|
||||
|
||||
|
|
@ -3189,6 +3206,9 @@ namespace Server.Items
|
|||
if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
|
||||
list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%
|
||||
|
||||
if ( Core.ML && this is BaseRanged && ( prop = ( (BaseRanged) this ).Velocity ) != 0 )
|
||||
list.Add( 1072793, prop.ToString() ); // Velocity ~1_val~%
|
||||
|
||||
if ( (prop = m_AosAttributes.BonusDex) != 0 )
|
||||
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
|
||||
|
||||
|
|
@ -3249,9 +3269,9 @@ namespace Server.Items
|
|||
if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
|
||||
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
|
||||
|
||||
int phys, fire, cold, pois, nrgy;
|
||||
int phys, fire, cold, pois, nrgy, chaos, direct;
|
||||
|
||||
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
|
||||
GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
|
||||
|
||||
if ( phys != 0 )
|
||||
list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%
|
||||
|
|
@ -3266,7 +3286,13 @@ namespace Server.Items
|
|||
list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%
|
||||
|
||||
if ( nrgy != 0 )
|
||||
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%
|
||||
list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val
|
||||
|
||||
if ( Core.ML && chaos != 0 )
|
||||
list.Add( 1072846, chaos.ToString() ); // chaos damage ~1_val~%
|
||||
|
||||
if ( Core.ML && direct != 0 )
|
||||
list.Add( 1079978, direct.ToString() ); // Direct Damage: ~1_PERCENT~%
|
||||
|
||||
list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
|
||||
|
||||
|
|
|
|||
|
|
@ -20,9 +20,9 @@ namespace Server.Items
|
|||
Hue = this.GetElementalDamageHue();
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = pois = nrgy = 0;
|
||||
phys = fire = pois = nrgy = chaos = direct = 0;
|
||||
cold = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,9 +20,9 @@ namespace Server.Items
|
|||
Hue = this.GetElementalDamageHue();
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = pois = 0;
|
||||
phys = fire = cold = pois = chaos = direct = 0;
|
||||
nrgy = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -22,9 +22,9 @@ namespace Server.Items
|
|||
Hue = this.GetElementalDamageHue();
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = cold = pois = nrgy = 0;
|
||||
phys = cold = pois = nrgy = chaos = direct = 0;
|
||||
fire = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,9 +18,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 60;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = nrgy = 0;
|
||||
phys = fire = nrgy = chaos = direct = 0;
|
||||
cold = pois = 50;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -19,9 +19,9 @@ namespace Server.Items
|
|||
Attributes.WeaponDamage = 35;
|
||||
}
|
||||
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
|
||||
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
|
||||
{
|
||||
phys = fire = cold = pois = 0;
|
||||
phys = fire = cold = pois = chaos = direct = 0;
|
||||
nrgy = 100;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -21,6 +21,23 @@ namespace Server.Items
|
|||
|
||||
public override SkillName AccuracySkill{ get{ return SkillName.Archery; } }
|
||||
|
||||
private bool m_Balanced;
|
||||
private int m_Velocity;
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public bool Balanced
|
||||
{
|
||||
get{ return m_Balanced; }
|
||||
set{ m_Balanced = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int Velocity
|
||||
{
|
||||
get{ return m_Velocity; }
|
||||
set{ m_Velocity = value; InvalidateProperties(); }
|
||||
}
|
||||
|
||||
public BaseRanged( int itemID ) : base( itemID )
|
||||
{
|
||||
}
|
||||
|
|
@ -81,6 +98,22 @@ namespace Server.Items
|
|||
if ( attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) && 0.4 >= Utility.RandomDouble() )
|
||||
defender.AddToBackpack( Ammo );
|
||||
|
||||
if ( Core.ML && m_Velocity > 0 )
|
||||
{
|
||||
int bonus = (int) attacker.GetDistanceToSqrt( defender );
|
||||
|
||||
if ( bonus > 0 && m_Velocity > Utility.Random( 100 ) )
|
||||
{
|
||||
AOS.Damage( defender, attacker, bonus * 3, 100, 0, 0, 0, 0 );
|
||||
|
||||
if ( attacker.Player )
|
||||
attacker.SendLocalizedMessage( 1072794 ); // Your arrow hits its mark with velocity!
|
||||
|
||||
if ( defender.Player )
|
||||
defender.SendLocalizedMessage( 1072795 ); // You have been hit by an arrow with velocity!
|
||||
}
|
||||
}
|
||||
|
||||
base.OnHit( attacker, defender, damageBonus );
|
||||
}
|
||||
|
||||
|
|
@ -94,10 +127,19 @@ namespace Server.Items
|
|||
|
||||
public virtual bool OnFired( Mobile attacker, Mobile defender )
|
||||
{
|
||||
BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
|
||||
Container pack = attacker.Backpack;
|
||||
|
||||
if ( attacker.Player && (pack == null || !pack.ConsumeTotal( AmmoType, 1 )) )
|
||||
return false;
|
||||
if ( attacker.Player )
|
||||
{
|
||||
if ( quiver == null || quiver.LowerAmmoCost == 0 || quiver.LowerAmmoCost > Utility.Random( 100 ) )
|
||||
{
|
||||
if ( quiver != null && quiver.ConsumeTotal( AmmoType, 1 ) )
|
||||
quiver.InvalidateWeight();
|
||||
else if ( pack == null || !pack.ConsumeTotal( AmmoType, 1 ) )
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
|
||||
|
||||
|
|
@ -108,7 +150,10 @@ namespace Server.Items
|
|||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.Write( (int) 2 ); // version
|
||||
writer.Write( (int) 3 ); // version
|
||||
|
||||
writer.Write( (bool) m_Balanced );
|
||||
writer.Write( (int) m_Velocity );
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
|
|
@ -119,6 +164,13 @@ namespace Server.Items
|
|||
|
||||
switch ( version )
|
||||
{
|
||||
case 3:
|
||||
{
|
||||
m_Balanced = reader.ReadBool();
|
||||
m_Velocity = reader.ReadInt();
|
||||
|
||||
goto case 2;
|
||||
}
|
||||
case 2:
|
||||
case 1:
|
||||
{
|
||||
|
|
|
|||
|
|
@ -40,20 +40,20 @@ namespace Server
|
|||
|
||||
public static int Damage( Mobile m, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy )
|
||||
{
|
||||
return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, false );
|
||||
return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, 0, 0, false, false );
|
||||
}
|
||||
|
||||
public static int Damage( Mobile m, Mobile from, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy )
|
||||
{
|
||||
return Damage( m, from, damage, ignoreArmor, phys, fire, cold, pois, nrgy, false );
|
||||
return Damage( m, from, damage, ignoreArmor, phys, fire, cold, pois, nrgy, 0, 0, false, false );
|
||||
}
|
||||
|
||||
public static int Damage( Mobile m, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy, bool keepAlive )
|
||||
{
|
||||
return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, keepAlive );
|
||||
return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, 0, 0, keepAlive, false );
|
||||
}
|
||||
|
||||
public static int Damage( Mobile m, Mobile from, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy, bool keepAlive )
|
||||
public static int Damage( Mobile m, Mobile from, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy, int chaos, int direct, bool keepAlive, bool archer )
|
||||
{
|
||||
if( m == null || m.Deleted || !m.Alive || damage <= 0 )
|
||||
return 0;
|
||||
|
|
@ -72,6 +72,25 @@ namespace Server
|
|||
Fix( ref cold );
|
||||
Fix( ref pois );
|
||||
Fix( ref nrgy );
|
||||
Fix( ref chaos );
|
||||
Fix( ref direct );
|
||||
|
||||
if ( Core.ML && chaos > 0 )
|
||||
{
|
||||
switch ( Utility.Random( 5 ) )
|
||||
{
|
||||
case 0: phys += chaos; break;
|
||||
case 1: fire += chaos; break;
|
||||
case 2: cold += chaos; break;
|
||||
case 3: pois += chaos; break;
|
||||
case 4: nrgy += chaos; break;
|
||||
}
|
||||
}
|
||||
|
||||
BaseQuiver quiver = null;
|
||||
|
||||
if ( archer && from != null )
|
||||
quiver = from.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
|
||||
|
||||
int totalDamage;
|
||||
|
||||
|
|
@ -92,16 +111,30 @@ namespace Server
|
|||
|
||||
totalDamage /= 10000;
|
||||
|
||||
if ( Core.ML )
|
||||
{
|
||||
totalDamage += damage * direct / 100;
|
||||
|
||||
if ( quiver != null )
|
||||
totalDamage += totalDamage * quiver.DamageIncrease / 100;
|
||||
}
|
||||
|
||||
if( totalDamage < 1 )
|
||||
totalDamage = 1;
|
||||
}
|
||||
else if( Core.ML && m is PlayerMobile && from is PlayerMobile )
|
||||
{
|
||||
if ( quiver != null )
|
||||
damage += damage * quiver.DamageIncrease / 100;
|
||||
|
||||
totalDamage = Math.Min( damage, 35 ); //Direct Damage cap of 35
|
||||
}
|
||||
else
|
||||
{
|
||||
totalDamage = damage;
|
||||
|
||||
if ( Core.ML && quiver != null )
|
||||
totalDamage += totalDamage * quiver.DamageIncrease / 100;
|
||||
}
|
||||
|
||||
#region Dragon Barding
|
||||
|
|
@ -264,6 +297,13 @@ namespace Server
|
|||
if( attrs != null )
|
||||
value += attrs[attribute];
|
||||
}
|
||||
else if( obj is BaseQuiver )
|
||||
{
|
||||
AosAttributes attrs = ((BaseQuiver)obj).Attributes;
|
||||
|
||||
if( attrs != null )
|
||||
value += attrs[attribute];
|
||||
}
|
||||
}
|
||||
|
||||
return value;
|
||||
|
|
@ -280,6 +320,40 @@ namespace Server
|
|||
return "...";
|
||||
}
|
||||
|
||||
public void AddStatBonuses( Mobile to )
|
||||
{
|
||||
int strBonus = BonusStr;
|
||||
int dexBonus = BonusDex;
|
||||
int intBonus = BonusInt;
|
||||
|
||||
if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
|
||||
{
|
||||
string modName = Owner.Serial.ToString();
|
||||
|
||||
if ( strBonus != 0 )
|
||||
to.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
|
||||
|
||||
if ( dexBonus != 0 )
|
||||
to.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
|
||||
|
||||
if ( intBonus != 0 )
|
||||
to.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
|
||||
}
|
||||
|
||||
to.CheckStatTimers();
|
||||
}
|
||||
|
||||
public void RemoveStatBonuses( Mobile from )
|
||||
{
|
||||
string modName = Owner.Serial.ToString();
|
||||
|
||||
from.RemoveStatMod( modName + "Str" );
|
||||
from.RemoveStatMod( modName + "Dex" );
|
||||
from.RemoveStatMod( modName + "Int" );
|
||||
|
||||
from.CheckStatTimers();
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int RegenHits { get { return this[AosAttribute.RegenHits]; } set { this[AosAttribute.RegenHits] = value; } }
|
||||
|
||||
|
|
@ -823,7 +897,9 @@ namespace Server
|
|||
Fire=0x00000002,
|
||||
Cold=0x00000004,
|
||||
Poison=0x00000008,
|
||||
Energy=0x00000010
|
||||
Energy=0x00000010,
|
||||
Chaos=0x00000020,
|
||||
Direct=0x00000040
|
||||
}
|
||||
|
||||
public sealed class AosElementAttributes : BaseAttributes
|
||||
|
|
@ -868,6 +944,12 @@ namespace Server
|
|||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int Energy { get { return this[AosElementAttribute.Energy]; } set { this[AosElementAttribute.Energy] = value; } }
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int Chaos { get { return this[AosElementAttribute.Chaos]; } set { this[AosElementAttribute.Chaos] = value; } }
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int Direct { get { return this[AosElementAttribute.Direct]; } set { this[AosElementAttribute.Direct] = value; } }
|
||||
}
|
||||
|
||||
[PropertyObject]
|
||||
|
|
|
|||
|
|
@ -60,13 +60,6 @@ namespace Server.Misc
|
|||
if ( (from is BaseCreature && ((BaseCreature)from).IsParagon) || from is Leviathan )
|
||||
points += 40;
|
||||
|
||||
if ( CheckTransform( from, typeof( HorrificBeastSpell ) ) )
|
||||
points += 20;
|
||||
|
||||
if ( CheckAnimal( from, typeof( Dog ) ) || CheckAnimal( from, typeof( Cat ) ) )
|
||||
points += from.Skills[SkillName.Ninjitsu].Fixed / 300;
|
||||
//TODO: What's the new increased rate?
|
||||
|
||||
if( Core.ML && from.Race == Race.Human ) //Is this affected by the cap?
|
||||
points += 2;
|
||||
|
||||
|
|
@ -74,7 +67,13 @@ namespace Server.Misc
|
|||
points = 0;
|
||||
|
||||
if( Core.ML && from is PlayerMobile ) //does racial bonus go before/after?
|
||||
points = Math.Min ( points, 18 );
|
||||
points = Math.Min( points, 18 );
|
||||
|
||||
if ( CheckTransform( from, typeof( HorrificBeastSpell ) ) )
|
||||
points += 20;
|
||||
|
||||
if ( CheckAnimal( from, typeof( Dog ) ) || CheckAnimal( from, typeof( Cat ) ) )
|
||||
points += from.Skills[SkillName.Ninjitsu].Fixed / 30;
|
||||
|
||||
return TimeSpan.FromSeconds( 1.0 / (0.1 * (1 + points)) );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,6 +52,8 @@ namespace Server.Items
|
|||
private int m_WeaponColdDamage;
|
||||
private int m_WeaponPoisonDamage;
|
||||
private int m_WeaponEnergyDamage;
|
||||
private int m_WeaponChaosDamage;
|
||||
private int m_WeaponDirectDamage;
|
||||
private int m_WeaponDurability;
|
||||
private int m_WeaponLuck;
|
||||
private int m_WeaponGoldIncrease;
|
||||
|
|
@ -76,6 +78,8 @@ namespace Server.Items
|
|||
public int WeaponColdDamage{ get{ return m_WeaponColdDamage; } set{ m_WeaponColdDamage = value; } }
|
||||
public int WeaponPoisonDamage{ get{ return m_WeaponPoisonDamage; } set{ m_WeaponPoisonDamage = value; } }
|
||||
public int WeaponEnergyDamage{ get{ return m_WeaponEnergyDamage; } set{ m_WeaponEnergyDamage = value; } }
|
||||
public int WeaponChaosDamage{ get{ return m_WeaponChaosDamage; } set{ m_WeaponChaosDamage = value; } }
|
||||
public int WeaponDirectDamage{ get{ return m_WeaponDirectDamage; } set{ m_WeaponDirectDamage = value; } }
|
||||
public int WeaponDurability{ get{ return m_WeaponDurability; } set{ m_WeaponDurability = value; } }
|
||||
public int WeaponLuck{ get{ return m_WeaponLuck; } set{ m_WeaponLuck = value; } }
|
||||
public int WeaponGoldIncrease{ get{ return m_WeaponGoldIncrease; } set{ m_WeaponGoldIncrease = value; } }
|
||||
|
|
|
|||
|
|
@ -231,6 +231,8 @@ namespace Server.Mobiles
|
|||
private int m_ColdResistance, m_ColdDamage;
|
||||
private int m_PoisonResistance, m_PoisonDamage;
|
||||
private int m_EnergyResistance, m_EnergyDamage;
|
||||
private int m_ChaosDamage;
|
||||
private int m_DirectDamage;
|
||||
|
||||
private List<Mobile> m_Owners;
|
||||
private List<Mobile> m_Friends;
|
||||
|
|
@ -373,6 +375,12 @@ namespace Server.Mobiles
|
|||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int EnergyDamage{ get{ return m_EnergyDamage; } set{ m_EnergyDamage = value; } }
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int ChaosDamage{ get{ return m_ChaosDamage; } set{ m_ChaosDamage = value; } }
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public int DirectDamage{ get{ return m_DirectDamage; } set{ m_DirectDamage = value; } }
|
||||
|
||||
#endregion
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
|
|
@ -4540,6 +4548,22 @@ namespace Server.Mobiles
|
|||
return true;
|
||||
}
|
||||
|
||||
private static Type[] m_MinorArtifactsMl = new Type[]
|
||||
{
|
||||
typeof( AegisOfGrace ), typeof( BladeDance ), typeof( Bonesmasher ),
|
||||
typeof( Boomstick ), typeof( FeyLeggings ), typeof( FleshRipper ),
|
||||
typeof( HelmOfSwiftness ), typeof( PadsOfTheCuSidhe ), typeof( QuiverOfRage ),
|
||||
typeof( QuiverOfElements ), typeof( RaedsGlory ), typeof( RighteousAnger ),
|
||||
typeof( RobeOfTheEclipse ), typeof( RobeOfTheEquinox ), typeof( SoulSeeker ),
|
||||
typeof( TalonBite ), typeof( WildfireBow ), typeof( Windsong ),
|
||||
// TODO: Brightsight lenses, Bloodwood spirit, Totem of the void
|
||||
};
|
||||
|
||||
public static Type[] MinorArtifactsMl
|
||||
{
|
||||
get { return m_MinorArtifactsMl; }
|
||||
}
|
||||
|
||||
private static bool EnableRummaging = true;
|
||||
|
||||
private const double ChanceToRummage = 0.5; // 50%
|
||||
|
|
|
|||
|
|
@ -100,6 +100,7 @@ namespace Server.Mobiles
|
|||
private PlayerFlag m_Flags;
|
||||
private int m_StepsTaken;
|
||||
private int m_Profession;
|
||||
private bool m_IsStealthing; // IsStealthing should be moved to Server.Mobiles
|
||||
|
||||
private DateTime m_LastOnline;
|
||||
private Server.Guilds.RankDefinition m_GuildRank;
|
||||
|
|
@ -161,6 +162,13 @@ namespace Server.Mobiles
|
|||
set{ m_StepsTaken = value; }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public bool IsStealthing // IsStealthing should be moved to Server.Mobiles
|
||||
{
|
||||
get { return m_IsStealthing; }
|
||||
set { m_IsStealthing = value; }
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public NpcGuild NpcGuild
|
||||
{
|
||||
|
|
@ -883,6 +891,8 @@ namespace Server.Mobiles
|
|||
Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
|
||||
|
||||
base.RevealingAction();
|
||||
|
||||
m_IsStealthing = false; // IsStealthing should be moved to Server.Mobiles
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
|
||||
namespace Server.SkillHandlers
|
||||
{
|
||||
|
|
@ -87,6 +88,8 @@ namespace Server.SkillHandlers
|
|||
steps = 1;
|
||||
|
||||
m.AllowedStealthSteps = steps;
|
||||
PlayerMobile pm = m as PlayerMobile; // IsStealthing should be moved to Server.Mobiles
|
||||
pm.IsStealthing = true;
|
||||
|
||||
m.SendLocalizedMessage( 502730 ); // You begin to move quietly.
|
||||
|
||||
|
|
|
|||
|
|
@ -33,6 +33,7 @@ namespace Server.Spells.Necromancy
|
|||
m.FixedParticles( 0x3728, 1, 13, 9918, 92, 3, EffectLayer.Head );
|
||||
|
||||
m.Delta( MobileDelta.WeaponDamage );
|
||||
m.CheckStatTimers();
|
||||
}
|
||||
|
||||
public override void RemoveEffect( Mobile m )
|
||||
|
|
|
|||
|
|
@ -207,6 +207,7 @@ namespace Server.Spells.Ninjitsu
|
|||
timer.Start();
|
||||
|
||||
AddContext( m, new AnimalFormContext( timer, mod, entry.SpeedBoost, entry.Type ) );
|
||||
m.CheckStatTimers();
|
||||
return MorphResult.Success;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -28,7 +28,8 @@ namespace Server.Spells.Ninjitsu
|
|||
|
||||
public override bool CheckCast()
|
||||
{
|
||||
if ( !Caster.Hidden || Caster.AllowedStealthSteps <= 0 )
|
||||
PlayerMobile pm = Caster as PlayerMobile; // IsStealthing should be moved to Server.Mobiles
|
||||
if ( !pm.IsStealthing )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1063087 ); // You must be in stealth mode to use this ability.
|
||||
return false;
|
||||
|
|
@ -54,8 +55,10 @@ namespace Server.Spells.Ninjitsu
|
|||
Map map = Caster.Map;
|
||||
|
||||
SpellHelper.GetSurfaceTop( ref p );
|
||||
|
||||
PlayerMobile pm = Caster as PlayerMobile; // IsStealthing should be moved to Server.Mobiles
|
||||
|
||||
if ( !Caster.Hidden || Caster.AllowedStealthSteps <= 0 )
|
||||
if ( !pm.IsStealthing )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1063087 ); // You must be in stealth mode to use this ability.
|
||||
}
|
||||
|
|
@ -94,6 +97,8 @@ namespace Server.Spells.Ninjitsu
|
|||
Effects.SendLocationParticles( EffectItem.Create( from, m.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 2023 );
|
||||
|
||||
m.PlaySound( 0x512 );
|
||||
|
||||
Server.SkillHandlers.Stealth.OnUse( m ); // stealth check after the a jump
|
||||
}
|
||||
|
||||
FinishSequence();
|
||||
|
|
@ -119,8 +124,6 @@ namespace Server.Spells.Ninjitsu
|
|||
protected override void OnTargetFinish( Mobile from )
|
||||
{
|
||||
m_Owner.FinishSequence();
|
||||
|
||||
Server.SkillHandlers.Stealth.OnUse( from );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ namespace Server.Spells.Third
|
|||
m.FixedParticles( 0x373A, 10, 15, 5018, EffectLayer.Waist );
|
||||
m.PlaySound( 0x1EA );
|
||||
|
||||
int percentage = (int)(SpellHelper.GetOffsetScalar(Caster, m, true) * 100);
|
||||
int percentage = (int)(SpellHelper.GetOffsetScalar(Caster, m, false) * 100);
|
||||
TimeSpan length = SpellHelper.GetDuration(Caster, m);
|
||||
|
||||
string args = String.Format("{0}\t{1}\t{2}", percentage, percentage, percentage);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue