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162
Scripts/Spells/Second/Protection.cs
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162
Scripts/Spells/Second/Protection.cs
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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namespace Server.Spells.Second
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{
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public class ProtectionSpell : Spell
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{
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private static Hashtable m_Registry = new Hashtable();
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public static Hashtable Registry { get { return m_Registry; } }
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private static SpellInfo m_Info = new SpellInfo(
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"Protection", "Uus Sanct",
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SpellCircle.Second,
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236,
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9011,
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Reagent.Garlic,
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Reagent.Ginseng,
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Reagent.SulfurousAsh
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);
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public ProtectionSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override bool CheckCast()
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{
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if ( Core.AOS )
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return true;
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if ( m_Registry.ContainsKey( Caster ) )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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return false;
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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return false;
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}
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return true;
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}
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private static Hashtable m_Table = new Hashtable();
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public static void Toggle( Mobile caster, Mobile target )
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{
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/* Players under the protection spell effect can no longer have their spells "disrupted" when hit.
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* Players under the protection spell have decreased physical resistance stat value,
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* a decreased "resisting spells" skill value by -35,
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* and a slower casting speed modifier (technically, a negative "faster cast speed") of 2 points.
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* The protection spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out,
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* even after dying—until you “turn them off” by casting them again.
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*/
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object[] mods = (object[])m_Table[target];
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if ( mods == null )
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{
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target.PlaySound( 0x1E9 );
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target.FixedParticles( 0x375A, 9, 20, 5016, EffectLayer.Waist );
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mods = new object[2]
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{
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new ResistanceMod( ResistanceType.Physical, -15 + (int)(caster.Skills[SkillName.Inscribe].Value / 20) ),
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new DefaultSkillMod( SkillName.MagicResist, true, -35 + (int)(caster.Skills[SkillName.Inscribe].Value / 20) )
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};
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m_Table[target] = mods;
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Registry[target] = 100.0;
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target.AddResistanceMod( (ResistanceMod)mods[0] );
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target.AddSkillMod( (SkillMod)mods[1] );
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}
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else
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{
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target.PlaySound( 0x1ED );
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target.FixedParticles( 0x375A, 9, 20, 5016, EffectLayer.Waist );
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m_Table.Remove( target );
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Registry.Remove( target );
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target.RemoveResistanceMod( (ResistanceMod)mods[0] );
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target.RemoveSkillMod( (SkillMod)mods[1] );
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}
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}
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public override void OnCast()
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{
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if ( Core.AOS )
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{
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if ( CheckSequence() )
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Toggle( Caster, Caster );
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FinishSequence();
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}
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else
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{
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if ( m_Registry.ContainsKey( Caster ) )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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}
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else if ( CheckSequence() )
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{
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if ( Caster.BeginAction( typeof( DefensiveSpell ) ) )
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{
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double value = (int)(Caster.Skills[SkillName.EvalInt].Value + Caster.Skills[SkillName.Meditation].Value + Caster.Skills[SkillName.Inscribe].Value);
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value /= 4;
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if ( value < 0 )
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value = 0;
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else if ( value > 75 )
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value = 75.0;
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Registry.Add( Caster, value );
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new InternalTimer( Caster ).Start();
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Caster.FixedParticles( 0x375A, 9, 20, 5016, EffectLayer.Waist );
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Caster.PlaySound( 0x1ED );
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}
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else
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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}
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}
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FinishSequence();
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}
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Caster;
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public InternalTimer( Mobile caster ) : base( TimeSpan.FromSeconds( 0 ) )
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{
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double val = caster.Skills[SkillName.Magery].Value * 2.0;
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if ( val < 15 )
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val = 15;
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else if ( val > 240 )
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val = 240;
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m_Caster = caster;
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Delay = TimeSpan.FromSeconds( val );
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Priority = TimerPriority.OneSecond;
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}
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protected override void OnTick()
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{
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ProtectionSpell.Registry.Remove( m_Caster );
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DefensiveSpell.Nullify( m_Caster );
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}
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}
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}
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}
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