Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -1,168 +1,169 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
using Server.Gumps;
using Server.Mobiles;
using Server.Spells.Necromancy;
namespace Server.Spells.Chivalry
{
public class NobleSacrificeSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Noble Sacrifice", "Dium Prostra",
-1,
9002
);
public class NobleSacrificeSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Noble Sacrifice", "Dium Prostra",
-1,
9002
);
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds( 1.5 );
public NobleSacrificeSpell(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
{
}
public override double RequiredSkill => 65.0;
public override int RequiredMana => 20;
public override int RequiredTithing => 30;
public override int MantraNumber => 1060725; // Dium Prostra
public override bool BlocksMovement => false;
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
public NobleSacrificeSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}
public override double RequiredSkill => 65.0;
public override int RequiredMana => 20;
public override int RequiredTithing => 30;
public override int MantraNumber => 1060725; // Dium Prostra
public override bool BlocksMovement => false;
public override void OnCast()
{
if ( CheckSequence() )
{
List<Mobile> targets = new List<Mobile>();
public override void OnCast()
{
if (CheckSequence())
{
List<Mobile> targets = new List<Mobile>();
foreach ( Mobile m in Caster.GetMobilesInRange( 3 ) ) // TODO: Validate range
{
if ( m is BaseCreature && ((BaseCreature)m).IsAnimatedDead )
continue;
foreach (Mobile m in Caster.GetMobilesInRange(3)) // TODO: Validate range
{
if (m is BaseCreature && ((BaseCreature)m).IsAnimatedDead)
continue;
if ( Caster != m && m.InLOS( Caster ) && Caster.CanBeBeneficial( m, false, true ) && !(m is Golem) )
targets.Add( m );
}
if (Caster != m && m.InLOS(Caster) && Caster.CanBeBeneficial(m, false, true) && !(m is Golem))
targets.Add(m);
}
Caster.PlaySound( 0x244 );
Caster.FixedParticles( 0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist );
Caster.FixedParticles( 0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist );
Caster.PlaySound(0x244);
Caster.FixedParticles(0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist);
Caster.FixedParticles(0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist);
/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
* If any target is successfully assisted, the Paladin's current
* Hit Points, Mana and Stamina are set to 1.
* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
*/
/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
* If any target is successfully assisted, the Paladin's current
* Hit Points, Mana and Stamina are set to 1.
* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
*/
bool sacrifice = false;
bool sacrifice = false;
// TODO: Is there really a resurrection chance?
double resChance = 0.1 + (0.9 * ((double)Caster.Karma / 10000));
// TODO: Is there really a resurrection chance?
double resChance = 0.1 + 0.9 * ((double)Caster.Karma / 10000);
for ( int i = 0; i < targets.Count; ++i )
{
Mobile m = targets[i];
for (int i = 0; i < targets.Count; ++i)
{
Mobile m = targets[i];
if ( !m.Alive )
{
if ( m.Region != null && m.Region.IsPartOf( "Khaldun" ) )
{
Caster.SendLocalizedMessage( 1010395 ); // The veil of death in this area is too strong and resists thy efforts to restore life.
}
else if ( resChance > Utility.RandomDouble() )
{
m.FixedParticles( 0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head );
m.CloseGump( typeof( ResurrectGump ) );
m.SendGump( new ResurrectGump( m, Caster ) );
sacrifice = true;
}
}
else
{
bool sendEffect = false;
if (!m.Alive)
{
if (m.Region != null && m.Region.IsPartOf("Khaldun"))
{
Caster.SendLocalizedMessage(
1010395); // The veil of death in this area is too strong and resists thy efforts to restore life.
}
else if (resChance > Utility.RandomDouble())
{
m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
m.CloseGump(typeof(ResurrectGump));
m.SendGump(new ResurrectGump(m, Caster));
sacrifice = true;
}
}
else
{
bool sendEffect = false;
if ( m.Poisoned && m.CurePoison( Caster ) )
{
Caster.DoBeneficial( m );
if (m.Poisoned && m.CurePoison(Caster))
{
Caster.DoBeneficial(m);
if ( Caster != m )
Caster.SendLocalizedMessage( 1010058 ); // You have cured the target of all poisons!
if (Caster != m)
Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
m.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
sendEffect = true;
sacrifice = true;
}
m.SendLocalizedMessage(1010059); // You have been cured of all poisons.
sendEffect = true;
sacrifice = true;
}
if ( m.Hits < m.HitsMax )
{
int toHeal = ComputePowerValue( 10 ) + Utility.RandomMinMax( 0, 2 );
if (m.Hits < m.HitsMax)
{
int toHeal = ComputePowerValue(10) + Utility.RandomMinMax(0, 2);
// TODO: Should caps be applied?
if ( toHeal < 8 )
toHeal = 8;
else if ( toHeal > 24 )
toHeal = 24;
// TODO: Should caps be applied?
if (toHeal < 8)
toHeal = 8;
else if (toHeal > 24)
toHeal = 24;
Caster.DoBeneficial( m );
m.Heal( toHeal, Caster );
sendEffect = true;
}
Caster.DoBeneficial(m);
m.Heal(toHeal, Caster);
sendEffect = true;
}
StatMod mod;
StatMod mod;
mod = m.GetStatMod( "[Magic] Str Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Str Offset" );
sendEffect = true;
}
mod = m.GetStatMod("[Magic] Str Offset");
if (mod != null && mod.Offset < 0)
{
m.RemoveStatMod("[Magic] Str Offset");
sendEffect = true;
}
mod = m.GetStatMod( "[Magic] Dex Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Dex Offset" );
sendEffect = true;
}
mod = m.GetStatMod("[Magic] Dex Offset");
if (mod != null && mod.Offset < 0)
{
m.RemoveStatMod("[Magic] Dex Offset");
sendEffect = true;
}
mod = m.GetStatMod( "[Magic] Int Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Int Offset" );
sendEffect = true;
}
mod = m.GetStatMod("[Magic] Int Offset");
if (mod != null && mod.Offset < 0)
{
m.RemoveStatMod("[Magic] Int Offset");
sendEffect = true;
}
if ( m.Paralyzed )
{
m.Paralyzed = false;
sendEffect = true;
}
if (m.Paralyzed)
{
m.Paralyzed = false;
sendEffect = true;
}
if ( EvilOmenSpell.TryEndEffect( m ) )
sendEffect = true;
if (EvilOmenSpell.TryEndEffect(m))
sendEffect = true;
if ( StrangleSpell.RemoveCurse( m ) )
sendEffect = true;
if (StrangleSpell.RemoveCurse(m))
sendEffect = true;
if ( CorpseSkinSpell.RemoveCurse( m ) )
sendEffect = true;
if (CorpseSkinSpell.RemoveCurse(m))
sendEffect = true;
// TODO: Should this remove blood oath? Pain spike?
// TODO: Should this remove blood oath? Pain spike?
if ( sendEffect )
{
m.FixedParticles( 0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head );
sacrifice = true;
}
}
}
if (sendEffect)
{
m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
sacrifice = true;
}
}
}
if ( sacrifice )
{
Caster.PlaySound( Caster.Body.IsFemale ? 0x150 : 0x423 );
Caster.Hits = 1;
Caster.Stam = 1;
Caster.Mana = 1;
}
}
if (sacrifice)
{
Caster.PlaySound(Caster.Body.IsFemale ? 0x150 : 0x423);
Caster.Hits = 1;
Caster.Stam = 1;
Caster.Mana = 1;
}
}
FinishSequence();
}
}
}
FinishSequence();
}
}
}