#W# Bosses: Working on Dungeon Bosses. Added some reward drops to increase stat/skill/totalskill cap.
This commit is contained in:
parent
00c25cd506
commit
69a2b8772b
11 changed files with 406 additions and 3 deletions
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@ -23,4 +23,11 @@ CentrED Stuff
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Dungeon Bosses
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- Dungeon Arenas
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- Duneon Arenas Region
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Skills
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PortalSpawners
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- Need to spawn (regon spawner?)
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- Need to add more mobs.
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Random Citizens
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@ -12,7 +12,7 @@ namespace Server.Custom.Events
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private bool _triggered;
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[Constructible]
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public PortalSpawner() : base(0x0F6C)
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public PortalSpawner() : base(0xFF93)
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{
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Name = "a horrific tear";
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Hue = 1157;
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@ -24,6 +24,28 @@ namespace Server.Custom.Events
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{
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}
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private bool _zAdjusted;
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public override void OnMapChange()
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{
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base.OnMapChange();
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// Now it checks the moment it officially enters the world
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if (!_zAdjusted && Map != null && Map != Map.Internal)
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{
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_zAdjusted = true;
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// Wait one tick for the spawner to finish snapping it to the floor
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Timer.DelayCall(TimeSpan.Zero, () =>
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{
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if (!Deleted)
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{
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Z += 5; // Adjust as needed
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}
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});
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}
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}
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public override bool HandlesOnMovement => true;
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public override void OnMovement(Mobile m, Point3D oldLocation)
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59
Projects/UOContent/Items/Custom/CrystalOfFortitude.cs
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59
Projects/UOContent/Items/Custom/CrystalOfFortitude.cs
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@ -0,0 +1,59 @@
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using System;
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using Server;
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using Server.Mobiles;
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using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(0)]
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public partial class CrystalOfFortitude : Item
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{
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[Constructible]
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public CrystalOfFortitude() : base(0x1F19) // Matching crystal graphic
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{
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Name = "a crystalline shard of fortitude";
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Hue = 0x21; // A deep, vibrant red hue to represent physical stats
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Weight = 1.0;
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // "That must be in your pack for you to use it."
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return;
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}
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// Standard stats are handled as simple integers (unlike skills which use tenths)
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int maxCap = 250;
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int capIncrease = 1;
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if (from.StatCap >= maxCap)
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{
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from.SendMessage(38, "Your physical form cannot be pushed any further. You are already at the absolute maximum stat cap.");
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return;
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}
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// Apply the permanent stat cap increase
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from.StatCap += capIncrease;
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// Failsafe in case a GM accidentally sets them too high
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if (from.StatCap > maxCap)
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{
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from.StatCap = maxCap;
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}
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// Theatrical effects
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from.SendMessage(0x21, "The crystal shatters, surging through your veins! Your total stat cap has permanently increased by 1.");
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from.PlaySound(0x1F8);
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from.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist);
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// Destroy the item
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Delete();
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}
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public CrystalOfFortitude(Serial serial) : base(serial)
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{
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}
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}
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}
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60
Projects/UOContent/Items/Custom/CrystalOfInsight.cs
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60
Projects/UOContent/Items/Custom/CrystalOfInsight.cs
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@ -0,0 +1,60 @@
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using System;
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using Server;
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using Server.Mobiles;
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using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(0)]
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public partial class CrystalOfInsight : Item
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{
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[Constructible]
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public CrystalOfInsight() : base(0x1F19) // A cool crystal/gem graphic
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{
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Name = "a crystalline shard of insight";
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Hue = 0x47E; // Matches the Diamond Core stance hue
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Weight = 1.0;
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}
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public override void OnDoubleClick(Mobile from)
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{
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// Security check: Must be in the player's main backpack to use
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // "That must be in your pack for you to use it."
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return;
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}
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// In UO integer logic, 720.0 is 7200, and 1.0 is 10
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int maxCap = 7200;
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int capIncrease = 10;
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if (from.SkillsCap >= maxCap)
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{
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from.SendMessage(38, "Your mind cannot expand any further. You are already at the absolute maximum skill cap.");
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return;
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}
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// Apply the permanent increase
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from.SkillsCap += capIncrease;
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// Failsafe: If they somehow used a +1.0 item while at 719.5, hard-cap it at exactly 720.0
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if (from.SkillsCap > maxCap)
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{
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from.SkillsCap = maxCap;
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}
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// Theatrical effects to make the reward feel powerful
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from.SendMessage(0x47E, "The crystal shatters in your hands, expanding your mind! Your total skill cap has permanently increased by 1.0.");
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from.PlaySound(0x1F8); // Shatter sound (same as the Titan's stance shift)
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from.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist); // Sparkle effect around the player
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// Destroy the item now that it has been consumed
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Delete();
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}
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public CrystalOfInsight(Serial serial) : base(serial)
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{
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}
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}
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}
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100
Projects/UOContent/Items/Custom/CrystalOfKnowledge.cs
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100
Projects/UOContent/Items/Custom/CrystalOfKnowledge.cs
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@ -0,0 +1,100 @@
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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.Items
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{
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public class CrystalOfKnowledge : Item
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{
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private SkillName _Skill;
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[CommandProperty(AccessLevel.GameMaster)]
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public SkillName Skill
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{
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get => _Skill;
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set
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{
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_Skill = value;
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UpdateName();
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}
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}
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[Constructible]
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public CrystalOfKnowledge() : this((SkillName)Utility.Random(SkillInfo.Table.Length))
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{
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}
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[Constructible]
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public CrystalOfKnowledge(SkillName skill) : base(0x1F19)
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{
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_Skill = skill;
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Hue = 0x501;
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Weight = 1.0;
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UpdateName();
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}
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private void UpdateName()
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{
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Name = $"a minor shard of {_Skill}";
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001);
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return;
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}
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Skill targetSkill = from.Skills[_Skill];
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if (targetSkill == null)
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return;
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int maxCap = 120;
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int capIncrease = 1;
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if (targetSkill.Cap >= maxCap)
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{
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from.SendMessage(38, $"Your mastery of {_Skill} is already at its absolute limit.");
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return;
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}
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targetSkill.Cap += capIncrease;
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if (targetSkill.Cap > maxCap)
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{
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targetSkill.Cap = maxCap;
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}
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from.SendMessage(0x501, $"The shard dissolves, permanently increasing your {_Skill} cap by 1.0!");
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from.PlaySound(0x243);
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from.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist);
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Delete();
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}
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public CrystalOfKnowledge(Serial serial) : base(serial)
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{
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}
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// --- ModernUO Manual Serialization ---
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // Version
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// Save the specific skill ID to the hard drive
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writer.Write((int)_Skill);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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// Load the specific skill ID back when the server boots
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_Skill = (SkillName)reader.ReadInt();
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}
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}
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}
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@ -11,7 +11,7 @@ namespace Server.Custom.Dungeons
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{
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public override Type SummonItem => typeof(PulsingBloodClot);
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public override Type BossType => typeof(BloodstoneTitan);
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public override Type BossType => typeof(CrystallineTitan);
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[Constructible]
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public ShameAlter() : base(0xFFBD)
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@ -0,0 +1,153 @@
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using System;
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using Server;
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using Server.Items;
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using Server.Network;
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using ModernUO.Serialization;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class CrystallineTitan : BaseCreature
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{
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private DateTime _NextStanceChange;
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private TitanStance _CurrentStance;
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private enum TitanStance
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{
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Normal,
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DiamondCore,
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Shattered
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}
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[Constructible]
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public CrystallineTitan() : base(AIType.AI_Melee, FightMode.Closest)
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{
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Name = "The Crystalline Titan";
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Body = 1109;
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BaseSoundID = 0x127;
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SetStr(800, 1000);
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SetDex(120, 150);
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SetInt(100, 150);
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SetHits(15000, 20000);
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SetSkill(SkillName.Tactics, 100.0, 120.0);
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SetSkill(SkillName.Wrestling, 100.0, 120.0);
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SetSkill(SkillName.MagicResist, 120.0, 150.0);
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SetSkill(SkillName.Anatomy, 100.0, 120.0);
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Fame = 25000;
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Karma = -25000;
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VirtualArmor = 80;
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// Start in the normal stance to show off the raw graphic
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EnterNormal();
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// Give players 30 seconds of normal combat before the first special phase triggers
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_NextStanceChange = DateTime.UtcNow + TimeSpan.FromSeconds(30);
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}
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public override void OnThink()
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{
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base.OnThink();
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if (Deleted || !Alive || Combatant == null)
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return;
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// Trigger the swap every 30 seconds while fighting
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if (DateTime.UtcNow > _NextStanceChange)
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{
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// Reset the clock immediately so OnThink doesn't loop
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_NextStanceChange = DateTime.UtcNow + TimeSpan.FromSeconds(30);
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if (_CurrentStance == TitanStance.DiamondCore || _CurrentStance == TitanStance.Shattered)
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{
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SpeechHue = 0x3B2;
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Say("*The Titan's crystals begin to stabilize...*");
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// Wait 2 seconds, then execute the stat/hue change
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), () => { if (Alive && !Deleted) EnterNormal(); });
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}
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else
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{
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if (Utility.RandomBool())
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{
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SpeechHue = 0x47E;
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Say("*The Titan braces itself as its shell begins to harden!*");
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), () => { if (Alive && !Deleted) EnterDiamondCore(); });
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}
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else
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{
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SpeechHue = 0x22;
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Say("*The Titan's crystals throb with unstable, violent energy!*");
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), () => { if (Alive && !Deleted) EnterShattered(); });
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}
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}
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}
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}
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private void EnterNormal()
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{
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_CurrentStance = TitanStance.Normal;
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Hue = 0;
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SetResistance(ResistanceType.Physical, 50, 60);
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SetResistance(ResistanceType.Energy, 50, 60);
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SetResistance(ResistanceType.Fire, 50, 60);
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SetResistance(ResistanceType.Cold, 50, 60);
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SetResistance(ResistanceType.Poison, 60, 70);
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SetDamage(30, 45);
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PlaySound(0x11F); // Deep rumble sound as the hue shifts
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}
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private void EnterDiamondCore()
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{
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_CurrentStance = TitanStance.DiamondCore;
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Hue = 0x47E;
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SetResistance(ResistanceType.Physical, 80, 90);
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SetResistance(ResistanceType.Energy, 70, 80);
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SetResistance(ResistanceType.Fire, 60, 70);
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SetResistance(ResistanceType.Cold, 60, 70);
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SetResistance(ResistanceType.Poison, 100, 100);
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SetDamage(15, 25);
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PlaySound(0x1E5); // Hardening/magic sound as the hue shifts
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}
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private void EnterShattered()
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{
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_CurrentStance = TitanStance.Shattered;
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Hue = 0x86;
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SetResistance(ResistanceType.Physical, 30, 40);
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SetResistance(ResistanceType.Energy, 30, 40);
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SetResistance(ResistanceType.Fire, 30, 40);
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SetResistance(ResistanceType.Cold, 30, 40);
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SetDamage(45, 65);
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PlaySound(0x1F8); // Shattering explosion sound as the hue shifts
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}
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// --- Boss Immunities ---
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public override bool AutoDispel => true;
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public override bool BardImmune => true;
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public override bool Uncalmable => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.SuperBoss, 2);
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}
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public CrystallineTitan(Serial serial) : base(serial)
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{
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}
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}
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}
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4
Run.sh
4
Run.sh
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@ -9,5 +9,7 @@ else
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echo "________________________________"
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echo "| Starting Server...."
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echo "--------------------------------"
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dotnet publish Projects/Application/Application.csproj -c Release -r linux-x64 --self-contained=false && dotnet ./Distribution/ModernUO.dll
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#dotnet publish Projects/Application/Application.csproj -c Release -r linux-x64 --self-contained=false &&
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#sleep 2 &&
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dotnet ./Distribution/ModernUO.dll
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fi
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