Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
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3324 changed files with 441118 additions and 433755 deletions
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@ -3,73 +3,73 @@ using System.Collections.Generic;
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namespace Server.Spells.Eighth
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{
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public class EarthquakeSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Earthquake", "In Vas Por",
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233,
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9012,
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false,
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Reagent.Bloodmoss,
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Reagent.Ginseng,
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Reagent.MandrakeRoot,
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Reagent.SulfurousAsh
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);
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public class EarthquakeSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Earthquake", "In Vas Por",
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233,
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9012,
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false,
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Reagent.Bloodmoss,
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Reagent.Ginseng,
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Reagent.MandrakeRoot,
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Reagent.SulfurousAsh
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);
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public override SpellCircle Circle => SpellCircle.Eighth;
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public EarthquakeSpell(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
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{
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}
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public EarthquakeSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override SpellCircle Circle => SpellCircle.Eighth;
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public override bool DelayedDamage => !Core.AOS;
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public override bool DelayedDamage => !Core.AOS;
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public override void OnCast()
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{
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if ( SpellHelper.CheckTown( Caster, Caster ) && CheckSequence() )
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{
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List<Mobile> targets = new List<Mobile>();
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public override void OnCast()
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{
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if (SpellHelper.CheckTown(Caster, Caster) && CheckSequence())
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{
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List<Mobile> targets = new List<Mobile>();
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Map map = Caster.Map;
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Map map = Caster.Map;
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if ( map != null )
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foreach ( Mobile m in Caster.GetMobilesInRange( 1 + (int)(Caster.Skills[SkillName.Magery].Value / 15.0) ) )
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if ( Caster != m && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) && (!Core.AOS || Caster.InLOS( m )) )
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targets.Add( m );
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if (map != null)
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foreach (Mobile m in Caster.GetMobilesInRange(1 + (int)(Caster.Skills[SkillName.Magery].Value / 15.0)))
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if (Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) &&
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(!Core.AOS || Caster.InLOS(m)))
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targets.Add(m);
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Caster.PlaySound( 0x220 );
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Caster.PlaySound(0x220);
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for ( int i = 0; i < targets.Count; ++i )
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{
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Mobile m = targets[i];
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile m = targets[i];
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int damage;
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int damage;
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if ( Core.AOS )
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{
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damage = m.Hits / 2;
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if (Core.AOS)
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{
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damage = m.Hits / 2;
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if ( !m.Player )
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damage = Math.Max( Math.Min( damage, 100 ), 15 );
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damage += Utility.RandomMinMax( 0, 15 );
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if (!m.Player)
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damage = Math.Max(Math.Min(damage, 100), 15);
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damage += Utility.RandomMinMax(0, 15);
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}
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else
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{
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damage = m.Hits * 6 / 10;
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}
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else
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{
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damage = (m.Hits * 6) / 10;
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if (!m.Player && damage < 10)
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damage = 10;
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else if (damage > 75)
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damage = 75;
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}
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if ( !m.Player && damage < 10 )
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damage = 10;
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else if ( damage > 75 )
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damage = 75;
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}
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Caster.DoHarmful(m);
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SpellHelper.Damage(TimeSpan.Zero, m, Caster, damage, 100, 0, 0, 0, 0);
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}
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}
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Caster.DoHarmful( m );
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SpellHelper.Damage( TimeSpan.Zero, m, Caster, damage, 100, 0, 0, 0, 0 );
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}
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}
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FinishSequence();
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}
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}
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}
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FinishSequence();
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}
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}
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}
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