Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
179
Projects/UOContent/Items/Shields/BaseShield.cs
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179
Projects/UOContent/Items/Shields/BaseShield.cs
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using Server.Network;
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namespace Server.Items
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{
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public class BaseShield : BaseArmor
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{
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public BaseShield(int itemID) : base(itemID)
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{
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}
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public BaseShield(Serial serial) : base(serial)
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{
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}
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public override ArmorMaterialType MaterialType => ArmorMaterialType.Plate;
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public override double ArmorRating
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{
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get
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{
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Mobile m = Parent as Mobile;
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double ar = base.ArmorRating;
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if (m != null)
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return m.Skills.Parry.Value * ar / 200.0 + 1.0;
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return ar;
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}
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}
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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(1); // version
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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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if (version < 1)
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{
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if (this is Aegis)
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return;
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// The 15 bonus points to resistances are not applied to shields on OSI.
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PhysicalBonus = 0;
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FireBonus = 0;
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ColdBonus = 0;
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PoisonBonus = 0;
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EnergyBonus = 0;
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}
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}
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public override int OnHit(BaseWeapon weapon, int damage)
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{
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if (Core.AOS)
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{
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if (ArmorAttributes.SelfRepair > Utility.Random(10))
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{
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HitPoints += 2;
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}
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else
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{
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double halfArmor = ArmorRating / 2.0;
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int absorbed = (int)(halfArmor + halfArmor * Utility.RandomDouble());
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if (absorbed < 2)
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absorbed = 2;
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int wear;
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if (weapon.Type == WeaponType.Bashing)
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wear = absorbed / 2;
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else
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wear = Utility.Random(2);
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if (wear > 0 && MaxHitPoints > 0)
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{
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if (HitPoints >= wear)
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{
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HitPoints -= wear;
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wear = 0;
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}
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else
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{
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wear -= HitPoints;
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HitPoints = 0;
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}
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if (wear > 0)
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{
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if (MaxHitPoints > wear)
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{
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MaxHitPoints -= wear;
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if (Parent is Mobile mobile)
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mobile.LocalOverheadMessage(MessageType.Regular, 0x3B2,
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1061121); // Your equipment is severely damaged.
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}
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else
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{
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Delete();
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}
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}
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}
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}
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return 0;
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}
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if (!(Parent is Mobile owner))
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return damage;
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double ar = ArmorRating;
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double chance = (owner.Skills.Parry.Value - ar * 2.0) / 100.0;
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if (chance < 0.01)
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chance = 0.01;
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/*
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FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) <EFBFBD> 200) + 1
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FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)
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FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield
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*/
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if (owner.CheckSkill(SkillName.Parry, chance))
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{
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if (weapon.Skill == SkillName.Archery)
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damage -= (int)ar;
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else
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damage -= (int)(ar / 2.0);
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if (damage < 0)
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damage = 0;
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owner.FixedEffect(0x37B9, 10, 16);
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if (Utility.Random(100) < 25) // 25% chance to lower durability
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{
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int wear = Utility.Random(2);
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if (wear > 0 && MaxHitPoints > 0)
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{
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if (HitPoints >= wear)
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{
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HitPoints -= wear;
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wear = 0;
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}
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else
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{
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wear -= HitPoints;
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HitPoints = 0;
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}
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if (wear > 0)
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{
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if (MaxHitPoints > wear)
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{
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MaxHitPoints -= wear;
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((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2,
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1061121); // Your equipment is severely damaged.
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}
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else
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{
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Delete();
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}
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}
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}
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}
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}
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return damage;
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}
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}
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}
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