Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -1,386 +1,402 @@
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using System;
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using Server.Mobiles;
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using Server.Factions;
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using Server.Mobiles;
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using Server.Regions;
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namespace Server.Misc
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{
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public class SkillCheck
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{
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private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
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public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
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public const int Allowance = 3; //How many times may we use the same location/target for gain
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private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
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private static bool[] UseAntiMacro = {
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// true if this skill uses the anti-macro code, false if it does not
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false,// Alchemy = 0,
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true,// Anatomy = 1,
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true,// AnimalLore = 2,
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true,// ItemID = 3,
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true,// ArmsLore = 4,
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false,// Parry = 5,
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true,// Begging = 6,
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false,// Blacksmith = 7,
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false,// Fletching = 8,
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true,// Peacemaking = 9,
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true,// Camping = 10,
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false,// Carpentry = 11,
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false,// Cartography = 12,
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false,// Cooking = 13,
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true,// DetectHidden = 14,
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true,// Discordance = 15,
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true,// EvalInt = 16,
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true,// Healing = 17,
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true,// Fishing = 18,
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true,// Forensics = 19,
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true,// Herding = 20,
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true,// Hiding = 21,
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true,// Provocation = 22,
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false,// Inscribe = 23,
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true,// Lockpicking = 24,
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true,// Magery = 25,
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true,// MagicResist = 26,
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false,// Tactics = 27,
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true,// Snooping = 28,
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true,// Musicianship = 29,
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true,// Poisoning = 30,
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false,// Archery = 31,
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true,// SpiritSpeak = 32,
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true,// Stealing = 33,
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false,// Tailoring = 34,
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true,// AnimalTaming = 35,
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true,// TasteID = 36,
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false,// Tinkering = 37,
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true,// Tracking = 38,
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true,// Veterinary = 39,
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false,// Swords = 40,
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false,// Macing = 41,
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false,// Fencing = 42,
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false,// Wrestling = 43,
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true,// Lumberjacking = 44,
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true,// Mining = 45,
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true,// Meditation = 46,
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true,// Stealth = 47,
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true,// RemoveTrap = 48,
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true,// Necromancy = 49,
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false,// Focus = 50,
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true,// Chivalry = 51
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true,// Bushido = 52
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true,//Ninjitsu = 53
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true // Spellweaving
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};
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
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Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
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Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
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Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
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}
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public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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if ( chance >= 1.0 )
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return true; // No challenge
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
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{
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if ( from.Skills.Cap == 0 )
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return false;
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bool success = ( chance >= Utility.RandomDouble() );
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double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
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gc += ( skill.Cap - skill.Base ) / skill.Cap;
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gc /= 2;
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gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
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gc /= 2;
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gc *= skill.Info.GainFactor;
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if ( gc < 0.01 )
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gc = 0.01;
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if ( from is BaseCreature creature && creature.Controlled )
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gc *= 2;
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if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
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Gain( from, skill );
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return success;
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}
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public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill( from, skill, target, chance );
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}
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public class SkillCheck
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{
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public enum Stat
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{
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Str,
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Dex,
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Int
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}
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public const int Allowance = 3; //How many times may we use the same location/target for gain
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private const int
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LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
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private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
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public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes(5.0); //How long do we remember targets/locations?
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private static bool[] UseAntiMacro =
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{
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// true if this skill uses the anti-macro code, false if it does not
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false, // Alchemy = 0,
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true, // Anatomy = 1,
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true, // AnimalLore = 2,
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true, // ItemID = 3,
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true, // ArmsLore = 4,
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false, // Parry = 5,
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true, // Begging = 6,
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false, // Blacksmith = 7,
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false, // Fletching = 8,
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true, // Peacemaking = 9,
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true, // Camping = 10,
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false, // Carpentry = 11,
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false, // Cartography = 12,
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false, // Cooking = 13,
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true, // DetectHidden = 14,
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true, // Discordance = 15,
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true, // EvalInt = 16,
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true, // Healing = 17,
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true, // Fishing = 18,
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true, // Forensics = 19,
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true, // Herding = 20,
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true, // Hiding = 21,
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true, // Provocation = 22,
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false, // Inscribe = 23,
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true, // Lockpicking = 24,
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true, // Magery = 25,
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true, // MagicResist = 26,
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false, // Tactics = 27,
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true, // Snooping = 28,
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true, // Musicianship = 29,
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true, // Poisoning = 30,
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false, // Archery = 31,
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true, // SpiritSpeak = 32,
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true, // Stealing = 33,
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false, // Tailoring = 34,
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true, // AnimalTaming = 35,
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true, // TasteID = 36,
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false, // Tinkering = 37,
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true, // Tracking = 38,
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true, // Veterinary = 39,
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false, // Swords = 40,
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false, // Macing = 41,
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false, // Fencing = 42,
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false, // Wrestling = 43,
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true, // Lumberjacking = 44,
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true, // Mining = 45,
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true, // Meditation = 46,
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true, // Stealth = 47,
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true, // RemoveTrap = 48,
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true, // Necromancy = 49,
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false, // Focus = 50,
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true, // Chivalry = 51
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true, // Bushido = 52
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true, //Ninjitsu = 53
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true // Spellweaving
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};
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private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
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private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes(5.0);
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
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Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
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Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
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Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
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}
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public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
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{
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Skill skill = from.Skills[skillName];
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if (skill == null)
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return false;
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double value = skill.Value;
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if (value < minSkill)
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return false; // Too difficult
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if (value >= maxSkill)
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
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return CheckSkill(from, skill, loc, chance);
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}
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public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
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{
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Skill skill = from.Skills[skillName];
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if (skill == null)
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return false;
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if (chance < 0.0)
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return false; // Too difficult
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if (chance >= 1.0)
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return true; // No challenge
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Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
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return CheckSkill(from, skill, loc, chance);
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}
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public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
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{
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if (from.Skills.Cap == 0)
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return false;
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bool success = chance >= Utility.RandomDouble();
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double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
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gc += (skill.Cap - skill.Base) / skill.Cap;
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gc /= 2;
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gc += (1.0 - chance) * (success ? 0.5 : Core.AOS ? 0.0 : 0.2);
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gc /= 2;
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gc *= skill.Info.GainFactor;
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if (gc < 0.01)
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gc = 0.01;
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if (from is BaseCreature creature && creature.Controlled)
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gc *= 2;
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if (from.Alive && (gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj) || skill.Base < 10.0))
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Gain(from, skill);
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return success;
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}
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public static bool Mobile_SkillCheckTarget(Mobile from, SkillName skillName, object target, double minSkill,
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double maxSkill)
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{
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Skill skill = from.Skills[skillName];
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if (skill == null)
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return false;
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double value = skill.Value;
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if (value < minSkill)
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return false; // Too difficult
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if (value >= maxSkill)
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return true; // No challenge
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public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
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{
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Skill skill = from.Skills[skillName];
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double chance = (value - minSkill) / (maxSkill - minSkill);
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if ( skill == null )
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return false;
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return CheckSkill(from, skill, target, chance);
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}
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if ( chance < 0.0 )
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return false; // Too difficult
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if ( chance >= 1.0 )
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return true; // No challenge
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public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
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{
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Skill skill = from.Skills[skillName];
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return CheckSkill( from, skill, target, chance );
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}
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if (skill == null)
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return false;
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private static bool AllowGain( Mobile from, Skill skill, object obj )
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{
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if ( Core.AOS && Faction.InSkillLoss( from ) ) //Changed some time between the introduction of AoS and SE.
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return false;
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if (chance < 0.0)
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return false; // Too difficult
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if (chance >= 1.0)
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return true; // No challenge
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if ( AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID] )
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return mobile.AntiMacroCheck( skill, obj );
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return CheckSkill(from, skill, target, chance);
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}
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return true;
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}
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public enum Stat { Str, Dex, Int }
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public static void Gain( Mobile from, Skill skill )
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{
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if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
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return;
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if ( from is BaseCreature creature && creature.IsDeadPet )
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return;
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if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
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return;
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if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
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{
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int toGain = 1;
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if ( skill.Base <= 10.0 )
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toGain = Utility.Random( 4 ) + 1;
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Skills skills = from.Skills;
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if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
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{
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for ( int i = 0; i < skills.Length; ++i )
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{
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Skill toLower = skills[i];
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if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
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{
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toLower.BaseFixedPoint -= toGain;
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break;
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}
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}
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}
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#region Scroll of Alacrity
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if ( from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow )
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toGain *= Utility.RandomMinMax(2, 5);
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#endregion
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if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
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{
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skill.BaseFixedPoint += toGain;
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}
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}
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if ( skill.Lock == SkillLock.Up )
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{
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SkillInfo info = skill.Info;
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if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Str );
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else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Dex );
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else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Int );
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}
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}
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public static bool CanLower( Mobile from, Stat stat )
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{
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
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case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
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}
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return false;
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}
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public static bool CanRaise( Mobile from, Stat stat )
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{
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if ( !(from is BaseCreature creature && creature.Controlled) )
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{
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if ( from.RawStatTotal >= from.StatCap )
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return false;
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}
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
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case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
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}
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return false;
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}
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public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
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{
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atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
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switch ( stat )
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{
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case Stat.Str:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawDex;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Str ) )
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++from.RawStr;
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break;
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}
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case Stat.Dex:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawStr;
|
||||
else if ( CanLower( from, Stat.Int ) )
|
||||
--from.RawInt;
|
||||
}
|
||||
|
||||
if ( CanRaise( from, Stat.Dex ) )
|
||||
++from.RawDex;
|
||||
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if ( atrophy )
|
||||
{
|
||||
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
|
||||
--from.RawStr;
|
||||
else if ( CanLower( from, Stat.Dex ) )
|
||||
--from.RawDex;
|
||||
}
|
||||
|
||||
if ( CanRaise( from, Stat.Int ) )
|
||||
++from.RawInt;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( ( Core.ML ) ? 0.05 : 15 );
|
||||
private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes( 5.0 );
|
||||
|
||||
public static void GainStat( Mobile from, Stat stat )
|
||||
{
|
||||
switch( stat )
|
||||
{
|
||||
case Stat.Str:
|
||||
{
|
||||
if ( from is BaseCreature creature && creature.Controlled ) {
|
||||
if ( (creature.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
}
|
||||
else if ( (from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
|
||||
from.LastStrGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
case Stat.Dex:
|
||||
{
|
||||
if ( from is BaseCreature creature && creature.Controlled ) {
|
||||
if ( (creature.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
}
|
||||
else if ( (from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
|
||||
from.LastDexGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if ( from is BaseCreature creature && creature.Controlled ) {
|
||||
if ( (creature.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
}
|
||||
|
||||
else if ( (from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow )
|
||||
return;
|
||||
|
||||
from.LastIntGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
|
||||
|
||||
IncreaseStat( from, stat, atrophy );
|
||||
}
|
||||
}
|
||||
}
|
||||
private static bool AllowGain(Mobile from, Skill skill, object obj)
|
||||
{
|
||||
if (Core.AOS && Faction.InSkillLoss(from)) //Changed some time between the introduction of AoS and SE.
|
||||
return false;
|
||||
|
||||
if (AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID])
|
||||
return mobile.AntiMacroCheck(skill, obj);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void Gain(Mobile from, Skill skill)
|
||||
{
|
||||
if (from.Region.IsPartOf(typeof(Jail)))
|
||||
return;
|
||||
|
||||
if (from is BaseCreature creature && creature.IsDeadPet)
|
||||
return;
|
||||
|
||||
if (skill.SkillName == SkillName.Focus && from is BaseCreature)
|
||||
return;
|
||||
|
||||
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
|
||||
{
|
||||
int toGain = 1;
|
||||
|
||||
if (skill.Base <= 10.0)
|
||||
toGain = Utility.Random(4) + 1;
|
||||
|
||||
Skills skills = from.Skills;
|
||||
|
||||
if (from.Player && skills.Total / skills.Cap >= Utility.RandomDouble()) //( skills.Total >= skills.Cap )
|
||||
for (int i = 0; i < skills.Length; ++i)
|
||||
{
|
||||
Skill toLower = skills[i];
|
||||
|
||||
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
|
||||
{
|
||||
toLower.BaseFixedPoint -= toGain;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#region Scroll of Alacrity
|
||||
|
||||
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
|
||||
pm.AcceleratedStart > DateTime.UtcNow)
|
||||
toGain *= Utility.RandomMinMax(2, 5);
|
||||
|
||||
#endregion
|
||||
|
||||
if (!from.Player || skills.Total + toGain <= skills.Cap) skill.BaseFixedPoint += toGain;
|
||||
}
|
||||
|
||||
if (skill.Lock == SkillLock.Up)
|
||||
{
|
||||
SkillInfo info = skill.Info;
|
||||
|
||||
if (from.StrLock == StatLockType.Up && info.StrGain / 33.3 > Utility.RandomDouble())
|
||||
GainStat(from, Stat.Str);
|
||||
else if (from.DexLock == StatLockType.Up && info.DexGain / 33.3 > Utility.RandomDouble())
|
||||
GainStat(from, Stat.Dex);
|
||||
else if (from.IntLock == StatLockType.Up && info.IntGain / 33.3 > Utility.RandomDouble())
|
||||
GainStat(from, Stat.Int);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool CanLower(Mobile from, Stat stat)
|
||||
{
|
||||
switch (stat)
|
||||
{
|
||||
case Stat.Str: return from.StrLock == StatLockType.Down && from.RawStr > 10;
|
||||
case Stat.Dex: return from.DexLock == StatLockType.Down && from.RawDex > 10;
|
||||
case Stat.Int: return from.IntLock == StatLockType.Down && from.RawInt > 10;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool CanRaise(Mobile from, Stat stat)
|
||||
{
|
||||
if (!(from is BaseCreature creature && creature.Controlled))
|
||||
if (from.RawStatTotal >= from.StatCap)
|
||||
return false;
|
||||
|
||||
switch (stat)
|
||||
{
|
||||
case Stat.Str: return from.StrLock == StatLockType.Up && from.RawStr < 125;
|
||||
case Stat.Dex: return from.DexLock == StatLockType.Up && from.RawDex < 125;
|
||||
case Stat.Int: return from.IntLock == StatLockType.Up && from.RawInt < 125;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static void IncreaseStat(Mobile from, Stat stat, bool atrophy)
|
||||
{
|
||||
atrophy = atrophy || from.RawStatTotal >= from.StatCap;
|
||||
|
||||
switch (stat)
|
||||
{
|
||||
case Stat.Str:
|
||||
{
|
||||
if (atrophy)
|
||||
{
|
||||
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
|
||||
--from.RawDex;
|
||||
else if (CanLower(from, Stat.Int))
|
||||
--from.RawInt;
|
||||
}
|
||||
|
||||
if (CanRaise(from, Stat.Str))
|
||||
++from.RawStr;
|
||||
|
||||
break;
|
||||
}
|
||||
case Stat.Dex:
|
||||
{
|
||||
if (atrophy)
|
||||
{
|
||||
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
|
||||
--from.RawStr;
|
||||
else if (CanLower(from, Stat.Int))
|
||||
--from.RawInt;
|
||||
}
|
||||
|
||||
if (CanRaise(from, Stat.Dex))
|
||||
++from.RawDex;
|
||||
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if (atrophy)
|
||||
{
|
||||
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
|
||||
--from.RawStr;
|
||||
else if (CanLower(from, Stat.Dex))
|
||||
--from.RawDex;
|
||||
}
|
||||
|
||||
if (CanRaise(from, Stat.Int))
|
||||
++from.RawInt;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void GainStat(Mobile from, Stat stat)
|
||||
{
|
||||
switch (stat)
|
||||
{
|
||||
case Stat.Str:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastStrGain + m_PetStatGainDelay >= DateTime.UtcNow)
|
||||
return;
|
||||
}
|
||||
else if (from.LastStrGain + m_StatGainDelay >= DateTime.UtcNow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastStrGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
case Stat.Dex:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastDexGain + m_PetStatGainDelay >= DateTime.UtcNow)
|
||||
return;
|
||||
}
|
||||
else if (from.LastDexGain + m_StatGainDelay >= DateTime.UtcNow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastDexGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastIntGain + m_PetStatGainDelay >= DateTime.UtcNow)
|
||||
return;
|
||||
}
|
||||
|
||||
else if (from.LastIntGain + m_StatGainDelay >= DateTime.UtcNow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastIntGain = DateTime.UtcNow;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
|
||||
|
||||
IncreaseStat(from, stat, atrophy);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue