- Fixed HelpInfo not displaying the availability of the Global modifier.
- The Most Knowledge Person, The Robe Of Britannia "Ari" and Embroidered Oak Leaf Cloak can now be repaired. - Added TimeoutTeleporter. - Fixed weapon attributes on elven glasses not being counted. - Added Labyrinth to the ML regions list. - Fixed a bug in Ilhenir's StainedOoze causing the effect to never stop. - StainedOoze will now only damage equipment until the equipment's hitpoints reaches single digits. - Added an overhead message to the corrosive effect of StainedOoze. - Remaining StainedOoze will now decay properly after a server reboot. - General rewriting of the StainedOoze code. - Fixed Changeling sounds. - Fixed Irk, Guile and Spite morphing back into a paragon hue. - Changeling cloned items are now deleted upon the Changeling's deletion, instead of being cleaned up at a server boot. - Fixed talisman protection property.
This commit is contained in:
parent
06975930b9
commit
9023acf7b4
9 changed files with 289 additions and 170 deletions
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@ -72,7 +72,6 @@ namespace Server.Items
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set { m_Creatures = value; InvalidateProperties(); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool CombatCheck
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{
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@ -702,4 +701,169 @@ namespace Server.Items
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}
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}
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}
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public class TimeoutTeleporter : Teleporter
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{
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private TimeSpan m_TimeoutDelay;
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private Dictionary<Mobile, Timer> m_Teleporting;
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[CommandProperty( AccessLevel.GameMaster )]
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public TimeSpan TimeoutDelay
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{
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get { return m_TimeoutDelay; }
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set { m_TimeoutDelay = value; }
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}
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[Constructable]
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public TimeoutTeleporter()
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: this( new Point3D( 0, 0, 0 ), null, false )
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{
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}
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[Constructable]
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public TimeoutTeleporter( Point3D pointDest, Map mapDest )
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: this( pointDest, mapDest, false )
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{
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}
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[Constructable]
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public TimeoutTeleporter( Point3D pointDest, Map mapDest, bool creatures )
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: base( pointDest, mapDest, creatures )
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{
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m_Teleporting = new Dictionary<Mobile, Timer>();
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}
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public void StartTimer( Mobile m )
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{
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StartTimer( m, m_TimeoutDelay );
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}
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private void StartTimer( Mobile m, TimeSpan delay )
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{
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Timer t;
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if ( m_Teleporting.TryGetValue( m, out t ) )
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t.Stop();
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m_Teleporting[m] = Timer.DelayCall<Mobile>( delay, StartTeleport, m );
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}
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public void StopTimer( Mobile m )
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{
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Timer t;
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if ( m_Teleporting.TryGetValue( m, out t ) )
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{
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t.Stop();
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m_Teleporting.Remove( m );
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}
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}
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public override bool OnMoveOver( Mobile m )
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{
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if ( Active && ( m.Player || Creatures ) )
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StartTimer( m );
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return true;
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}
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public TimeoutTeleporter( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.Write( m_TimeoutDelay );
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writer.Write( m_Teleporting.Count );
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foreach ( KeyValuePair<Mobile, Timer> kvp in m_Teleporting )
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{
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writer.Write( kvp.Key );
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writer.Write( kvp.Value.Next );
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}
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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m_TimeoutDelay = reader.ReadTimeSpan();
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m_Teleporting = new Dictionary<Mobile, Timer>();
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int count = reader.ReadInt();
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for ( int i = 0; i < count; ++i )
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{
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Mobile m = reader.ReadMobile();
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DateTime end = reader.ReadDateTime();
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StartTimer( m, end - DateTime.Now );
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}
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}
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}
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public class TimeoutGoal : Item
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{
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private TimeoutTeleporter m_Teleporter;
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[CommandProperty( AccessLevel.GameMaster )]
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public TimeoutTeleporter Teleporter
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{
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get { return m_Teleporter; }
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set { m_Teleporter = value; }
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}
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[Constructable]
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public TimeoutGoal()
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: base( 0x1822 )
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{
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Movable = false;
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Visible = false;
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Hue = 1154;
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}
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public override bool OnMoveOver( Mobile m )
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{
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if ( m_Teleporter != null )
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m_Teleporter.StopTimer( m );
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return true;
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}
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public override string DefaultName
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{
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get { return "timeout teleporter goal"; }
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}
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public TimeoutGoal( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.WriteItem<TimeoutTeleporter>( m_Teleporter );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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m_Teleporter = reader.ReadItem<TimeoutTeleporter>();
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}
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}
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}
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@ -1584,13 +1584,13 @@ namespace Server.Items
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int manaLeech = 0;
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int wraithLeech = 0;
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if ( (int)(m_AosWeaponAttributes.HitLeechHits * propertyBonus) > Utility.Random( 100 ) )
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if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechHits ) * propertyBonus) > Utility.Random( 100 ) )
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lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points
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if ( (int)(m_AosWeaponAttributes.HitLeechStam * propertyBonus) > Utility.Random( 100 ) )
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if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechStam ) * propertyBonus) > Utility.Random( 100 ) )
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stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina
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if ( (int)(m_AosWeaponAttributes.HitLeechMana * propertyBonus) > Utility.Random( 100 ) )
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if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechMana ) * propertyBonus) > Utility.Random( 100 ) )
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manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana
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if ( m_Cursed )
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@ -1669,11 +1669,11 @@ namespace Server.Items
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if ( Core.AOS )
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{
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int physChance = (int)(m_AosWeaponAttributes.HitPhysicalArea * propertyBonus);
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int fireChance = (int)(m_AosWeaponAttributes.HitFireArea * propertyBonus);
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int coldChance = (int)(m_AosWeaponAttributes.HitColdArea * propertyBonus);
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int poisChance = (int)(m_AosWeaponAttributes.HitPoisonArea * propertyBonus);
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int nrgyChance = (int)(m_AosWeaponAttributes.HitEnergyArea * propertyBonus);
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int physChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitPhysicalArea ) * propertyBonus);
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int fireChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitFireArea ) * propertyBonus);
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int coldChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitColdArea ) * propertyBonus);
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int poisChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitPoisonArea ) * propertyBonus);
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int nrgyChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitEnergyArea ) * propertyBonus);
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if ( physChance != 0 && physChance > Utility.Random( 100 ) )
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DoAreaAttack( attacker, defender, 0x10E, 50, 100, 0, 0, 0, 0 );
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@ -1690,11 +1690,11 @@ namespace Server.Items
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if ( nrgyChance != 0 && nrgyChance > Utility.Random( 100 ) )
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DoAreaAttack( attacker, defender, 0x1F1, 120, 0, 0, 0, 0, 100 );
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int maChance = (int)(m_AosWeaponAttributes.HitMagicArrow * propertyBonus);
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int harmChance = (int)(m_AosWeaponAttributes.HitHarm * propertyBonus);
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int fireballChance = (int)(m_AosWeaponAttributes.HitFireball * propertyBonus);
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int lightningChance = (int)(m_AosWeaponAttributes.HitLightning * propertyBonus);
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int dispelChance = (int)(m_AosWeaponAttributes.HitDispel * propertyBonus);
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int maChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitMagicArrow ) * propertyBonus);
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int harmChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitHarm ) * propertyBonus);
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int fireballChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitFireball ) * propertyBonus);
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int lightningChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLightning ) * propertyBonus);
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int dispelChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitDispel ) * propertyBonus);
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if ( maChance != 0 && maChance > Utility.Random( 100 ) )
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DoMagicArrow( attacker, defender );
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@ -1711,8 +1711,8 @@ namespace Server.Items
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if ( dispelChance != 0 && dispelChance > Utility.Random( 100 ) )
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DoDispel( attacker, defender );
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int laChance = (int)(m_AosWeaponAttributes.HitLowerAttack * propertyBonus);
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int ldChance = (int)(m_AosWeaponAttributes.HitLowerDefend * propertyBonus);
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int laChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLowerAttack ) * propertyBonus);
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int ldChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLowerDefend ) * propertyBonus);
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if ( laChance != 0 && laChance > Utility.Random( 100 ) )
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DoLowerAttack( attacker, defender );
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