fix: Fixes splitting potions before error (#1862)

### Summary

Most potions have various checks, such as a cooldown. This fixes an edge case where potions get split from their stack before erroring.
This commit is contained in:
Kamron Batman 2024-07-06 16:39:47 -07:00 • committed by GitHub
parent e6bfc45228
commit 38731d98b6
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GPG key ID: B5690EEEBB952194
12 changed files with 169 additions and 99 deletions

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@ -10,21 +10,30 @@ public partial class NightSightPotion : BasePotion
{
}
public override bool CanDrink(Mobile from)
{
if (!base.CanDrink(from))
{
return false;
}
if (!from.BeginAction<LightCycle>())
{
from.SendMessage("You already have night sight.");
return false;
}
return true;
}
public override void Drink(Mobile from)
{
if (from.BeginAction<LightCycle>())
{
new LightCycle.NightSightTimer(from).Start();
from.LightLevel = LightCycle.DungeonLevel / 2;
new LightCycle.NightSightTimer(from).Start();
from.LightLevel = LightCycle.DungeonLevel / 2;
from.FixedParticles(0x376A, 9, 32, 5007, EffectLayer.Waist);
from.PlaySound(0x1E3);
from.FixedParticles(0x376A, 9, 32, 5007, EffectLayer.Waist);
from.PlaySound(0x1E3);
PlayDrinkEffect(from);
}
else
{
from.SendMessage("You already have nightsight.");
}
PlayDrinkEffect(from);
}
}