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364
Scripts/Misc/SkillCheck.cs
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364
Scripts/Misc/SkillCheck.cs
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using System;
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using Server;
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using Server.Mobiles;
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namespace Server.Misc
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{
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public class SkillCheck
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{
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private static readonly bool AntiMacroCode = true; //Change this to false to disable anti-macro code
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public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
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public const int Allowance = 3; //How many times may we use the same location/target for gain
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private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
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private static bool[] UseAntiMacro = new bool[]
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{
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// true if this skill uses the anti-macro code, false if it does not
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false,// Alchemy = 0,
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true,// Anatomy = 1,
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true,// AnimalLore = 2,
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true,// ItemID = 3,
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true,// ArmsLore = 4,
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false,// Parry = 5,
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true,// Begging = 6,
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false,// Blacksmith = 7,
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false,// Fletching = 8,
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true,// Peacemaking = 9,
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true,// Camping = 10,
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false,// Carpentry = 11,
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false,// Cartography = 12,
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false,// Cooking = 13,
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true,// DetectHidden = 14,
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true,// Discordance = 15,
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true,// EvalInt = 16,
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true,// Healing = 17,
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true,// Fishing = 18,
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true,// Forensics = 19,
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true,// Herding = 20,
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true,// Hiding = 21,
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true,// Provocation = 22,
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false,// Inscribe = 23,
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true,// Lockpicking = 24,
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true,// Magery = 25,
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true,// MagicResist = 26,
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false,// Tactics = 27,
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true,// Snooping = 28,
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true,// Musicianship = 29,
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true,// Poisoning = 30,
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false,// Archery = 31,
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true,// SpiritSpeak = 32,
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true,// Stealing = 33,
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false,// Tailoring = 34,
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true,// AnimalTaming = 35,
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true,// TasteID = 36,
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false,// Tinkering = 37,
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true,// Tracking = 38,
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true,// Veterinary = 39,
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false,// Swords = 40,
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false,// Macing = 41,
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false,// Fencing = 42,
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false,// Wrestling = 43,
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true,// Lumberjacking = 44,
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true,// Mining = 45,
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true,// Meditation = 46,
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true,// Stealth = 47,
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true,// RemoveTrap = 48,
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true,// Necromancy = 49,
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false,// Focus = 50,
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true,// Chivalry = 51
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true,// Bushido = 52
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true,//Ninjitsu = 53
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true // Spellweaving
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};
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
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Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
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Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
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Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
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}
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public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
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{
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if ( from.Skills.Cap == 0 )
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return false;
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bool success = ( chance >= Utility.RandomDouble() );
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double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
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gc += ( skill.Cap - skill.Base ) / skill.Cap;
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gc /= 2;
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gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
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gc /= 2;
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gc *= skill.Info.GainFactor;
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if ( gc < 0.01 )
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gc = 0.01;
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if ( from is BaseCreature && ((BaseCreature)from).Controlled )
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gc *= 2;
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if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
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Gain( from, skill );
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return success;
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}
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public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill( from, skill, target, chance );
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}
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public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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return CheckSkill( from, skill, target, chance );
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}
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private static bool AllowGain( Mobile from, Skill skill, object obj )
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{
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if ( from is PlayerMobile && AntiMacroCode && UseAntiMacro[skill.Info.SkillID] )
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return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
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else
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return true;
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}
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public enum Stat { Str, Dex, Int }
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public static void Gain( Mobile from, Skill skill )
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{
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if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
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return;
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if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
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return;
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if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
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return;
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if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
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{
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int toGain = 1;
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if ( skill.Base <= 10.0 )
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toGain = Utility.Random( 4 ) + 1;
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Skills skills = from.Skills;
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if ( ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
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{
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for ( int i = 0; i < skills.Length; ++i )
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{
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Skill toLower = skills[i];
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if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
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{
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toLower.BaseFixedPoint -= toGain;
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break;
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}
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}
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}
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if ( (skills.Total + toGain) <= skills.Cap )
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{
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skill.BaseFixedPoint += toGain;
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}
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}
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if ( skill.Lock == SkillLock.Up )
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{
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SkillInfo info = skill.Info;
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if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Str );
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else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Dex );
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else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Int );
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}
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}
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public static bool CanLower( Mobile from, Stat stat )
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{
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
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case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
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}
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return false;
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}
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public static bool CanRaise( Mobile from, Stat stat )
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{
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if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
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{
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if ( from.RawStatTotal >= from.StatCap )
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return false;
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}
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
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case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
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}
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return false;
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}
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public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
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{
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atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
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switch ( stat )
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{
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case Stat.Str:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawDex;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Str ) )
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++from.RawStr;
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break;
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}
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case Stat.Dex:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Dex ) )
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++from.RawDex;
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break;
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}
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case Stat.Int:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Dex ) )
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--from.RawDex;
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}
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if ( CanRaise( from, Stat.Int ) )
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++from.RawInt;
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break;
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}
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}
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}
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private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( 15.0 );
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public static void GainStat( Mobile from, Stat stat )
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{
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switch( stat )
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{
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case Stat.Str:
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{
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if( (from.LastStrGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastStrGain = DateTime.Now;
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break;
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}
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case Stat.Dex:
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{
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if( (from.LastDexGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastDexGain = DateTime.Now;
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break;
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}
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case Stat.Int:
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{
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if( (from.LastIntGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastIntGain = DateTime.Now;
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break;
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}
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}
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bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
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IncreaseStat( from, stat, atrophy );
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}
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}
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}
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