Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
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@ -1,120 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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using Server.Spells.Necromancy;
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namespace Server.Items
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{
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/// <summary>
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/// Make your opponent bleed profusely with this wicked use of your weapon.
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/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
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/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
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/// </summary>
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public class BleedAttack : WeaponAbility
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{
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private static readonly Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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public override int BaseMana => 30;
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return;
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ClearCurrentAbility(attacker);
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// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
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TransformContext context = TransformationSpellHelper.GetContext(defender);
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if ((context != null && (context.Type == typeof(LichFormSpell) || context.Type == typeof(WraithFormSpell))) ||
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(defender is BaseCreature creature && creature.BleedImmune))
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{
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attacker.SendLocalizedMessage(1062052); // Your target is not affected by the bleed attack!
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return;
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}
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attacker.SendLocalizedMessage(1060159); // Your target is bleeding!
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defender.SendLocalizedMessage(1060160); // You are bleeding!
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if (defender is PlayerMobile)
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{
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defender.LocalOverheadMessage(MessageType.Regular, 0x21, 1060757); // You are bleeding profusely
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defender.NonlocalOverheadMessage(MessageType.Regular, 0x21, 1060758,
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defender.Name); // ~1_NAME~ is bleeding profusely
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}
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defender.PlaySound(0x133);
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defender.FixedParticles(0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist);
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BeginBleed(defender, attacker);
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}
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public static bool IsBleeding(Mobile m) => m_Table.ContainsKey(m);
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public static void BeginBleed(Mobile m, Mobile from)
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{
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m_Table.TryGetValue(m, out Timer t);
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t?.Stop();
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m_Table[m] = t = new InternalTimer(from, m);
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t.Start();
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}
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public static void DoBleed(Mobile m, Mobile from, int level)
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{
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if (m.Alive)
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{
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int damage = Utility.RandomMinMax(level, level * 2);
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if (!m.Player)
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damage *= 2;
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m.PlaySound(0x133);
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m.Damage(damage, from);
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Blood blood = new Blood { ItemID = Utility.Random(0x122A, 5) };
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blood.MoveToWorld(m.Location, m.Map);
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}
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else
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{
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EndBleed(m, false);
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}
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}
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public static void EndBleed(Mobile m, bool message)
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{
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if (!m_Table.TryGetValue(m, out Timer t))
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return;
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t.Stop();
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m_Table.Remove(m);
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if (message)
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m.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding!
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}
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private class InternalTimer : Timer
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{
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private int m_Count;
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private readonly Mobile m_From;
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private readonly Mobile m_Mobile;
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public InternalTimer(Mobile from, Mobile m) : base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.0))
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{
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m_From = from;
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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DoBleed(m_Mobile, m_From, 5 - m_Count);
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if (++m_Count == 5)
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EndBleed(m_Mobile, true);
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}
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}
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}
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}
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