fix: Fixes various memory leaks and spells (#1786)
### Summary - Fixes various memory leaks related to spells - Fixes Spell Plague - Added ability to determine if `sdi` should take effect for Spell Damage. - Fixes animal form timer ticking non-stop while logged out.
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6747168db0
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51 changed files with 4164 additions and 4188 deletions
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@ -2,229 +2,228 @@ using System;
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using System.Collections.Generic;
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using Server.Targeting;
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namespace Server.Spells.Necromancy
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namespace Server.Spells.Necromancy;
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public class StrangleSpell : NecromancerSpell, ISpellTargetingMobile
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{
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public class StrangleSpell : NecromancerSpell, ISpellTargetingMobile
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private static readonly SpellInfo _info = new(
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"Strangle",
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"In Bal Nox",
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209,
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9031,
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Reagent.DaemonBlood,
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Reagent.NoxCrystal
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);
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private static readonly Dictionary<Mobile, InternalTimer> _table = new();
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public StrangleSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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private static readonly SpellInfo _info = new(
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"Strangle",
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"In Bal Nox",
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209,
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9031,
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Reagent.DaemonBlood,
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Reagent.NoxCrystal
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);
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}
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private static readonly Dictionary<Mobile, InternalTimer> _table = new();
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.0);
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public StrangleSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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public override double RequiredSkill => 65.0;
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public override int RequiredMana => 29;
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public void Target(Mobile m)
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{
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if (m == null)
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{
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return;
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.0);
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public override double RequiredSkill => 65.0;
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public override int RequiredMana => 29;
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public void Target(Mobile m)
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if (CheckHSequence(m))
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{
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if (m == null)
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SpellHelper.Turn(Caster, m);
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// SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );
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// Irrelevant after AoS
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/* Temporarily chokes off the air supply of the target with poisonous fumes.
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* The target is inflicted with poison damage over time.
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* The amount of damage dealt each "hit" is based off of the caster's Spirit Speak skill and the Target's current Stamina.
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* The less Stamina the target has, the more damage is done by Strangle.
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* Duration of the effect is Spirit Speak skill level / 10 rounds, with a minimum number of 4 rounds.
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* The first round of damage is dealt after 5 seconds, and every next round after that comes 1 second sooner than the one before, until there is only 1 second between rounds.
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* The base damage of the effect lies between (Spirit Speak skill level / 10) - 2 and (Spirit Speak skill level / 10) + 1.
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* Base damage is multiplied by the following formula: (3 - (target's current Stamina / target's maximum Stamina) * 2).
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* Example:
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* For a target at full Stamina the damage multiplier is 1,
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* for a target at 50% Stamina the damage multiplier is 2 and
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* for a target at 20% Stamina the damage multiplier is 2.6
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*/
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m.Spell?.OnCasterHurt();
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m.PlaySound(0x22F);
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m.FixedParticles(0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head);
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m.FixedParticles(0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255);
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// According to testing on OSI, it is refreshed.
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if (_table.TryGetValue(m, out var timer))
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{
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timer.Stop();
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}
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timer = new InternalTimer(m, Caster);
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_table[m] = timer;
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timer.Start();
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HarmfulSpell(m);
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}
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// Calculations for the buff bar
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var spiritlevel = Math.Max(4, Caster.Skills.SpiritSpeak.Value / 10);
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const int minDamage = 4;
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var maxDamage = ((int)spiritlevel + 1) * 3;
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var args = $"{minDamage}\t{maxDamage}";
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var count = (int)spiritlevel;
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var maxCount = count;
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var hitDelay = 5;
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var length = hitDelay;
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while (count >= 1)
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{
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--count;
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if (hitDelay > 1)
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{
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if (maxCount < 5)
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{
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--hitDelay;
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}
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else
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{
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var delay = (int)Math.Ceiling((1.0 + 5 * count) / maxCount);
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hitDelay = delay <= 5 ? delay : 5;
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}
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}
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length += hitDelay;
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}
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var t_Duration = TimeSpan.FromSeconds(length);
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BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Strangle, 1075794, 1075795, t_Duration, m, args));
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FinishSequence();
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
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}
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public static bool RemoveCurse(Mobile m)
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{
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if (!_table.Remove(m, out var timer))
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{
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return false;
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}
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timer.Stop();
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m.SendLocalizedMessage(1061687); // You can breath normally again.
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return true;
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}
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private class InternalTimer : Timer
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{
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private Mobile _from;
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private double _maxBaseDamage;
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private int _maxCount;
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private double _minBaseDamage;
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private Mobile _target;
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private int _count;
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private int _hitDelay;
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private DateTime _nextHit;
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public InternalTimer(Mobile target, Mobile from) : base(TimeSpan.FromSeconds(0.1), TimeSpan.FromSeconds(0.1))
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{
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_target = target;
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_from = from;
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var spiritLevel = from.Skills.SpiritSpeak.Value / 10;
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_minBaseDamage = spiritLevel - 2;
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_maxBaseDamage = spiritLevel + 1;
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_hitDelay = 5;
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_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
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_maxCount = _count = Math.Max(4, (int)spiritLevel);
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}
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protected override void OnTick()
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{
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if (!_target.Alive)
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{
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_table.Remove(_target);
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Stop();
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}
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if (!_target.Alive || Core.Now < _nextHit)
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{
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return;
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}
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if (CheckHSequence(m))
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--_count;
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if (_hitDelay > 1)
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{
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SpellHelper.Turn(Caster, m);
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// SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );
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// Irrelevant after AoS
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/* Temporarily chokes off the air supply of the target with poisonous fumes.
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* The target is inflicted with poison damage over time.
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* The amount of damage dealt each "hit" is based off of the caster's Spirit Speak skill and the Target's current Stamina.
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* The less Stamina the target has, the more damage is done by Strangle.
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* Duration of the effect is Spirit Speak skill level / 10 rounds, with a minimum number of 4 rounds.
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* The first round of damage is dealt after 5 seconds, and every next round after that comes 1 second sooner than the one before, until there is only 1 second between rounds.
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* The base damage of the effect lies between (Spirit Speak skill level / 10) - 2 and (Spirit Speak skill level / 10) + 1.
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* Base damage is multiplied by the following formula: (3 - (target's current Stamina / target's maximum Stamina) * 2).
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* Example:
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* For a target at full Stamina the damage multiplier is 1,
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* for a target at 50% Stamina the damage multiplier is 2 and
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* for a target at 20% Stamina the damage multiplier is 2.6
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*/
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m.Spell?.OnCasterHurt();
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m.PlaySound(0x22F);
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m.FixedParticles(0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head);
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m.FixedParticles(0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255);
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// According to testing on OSI, it is refreshed.
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if (_table.TryGetValue(m, out var timer))
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if (_maxCount < 5)
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{
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timer.Stop();
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}
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timer = new InternalTimer(m, Caster);
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_table[m] = timer;
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timer.Start();
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HarmfulSpell(m);
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}
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// Calculations for the buff bar
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var spiritlevel = Math.Max(4, Caster.Skills.SpiritSpeak.Value / 10);
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const int minDamage = 4;
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var maxDamage = ((int)spiritlevel + 1) * 3;
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var args = $"{minDamage}\t{maxDamage}";
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var count = (int)spiritlevel;
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var maxCount = count;
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var hitDelay = 5;
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var length = hitDelay;
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while (count >= 1)
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{
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--count;
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if (hitDelay > 1)
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{
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if (maxCount < 5)
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{
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--hitDelay;
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}
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else
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{
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var delay = (int)Math.Ceiling((1.0 + 5 * count) / maxCount);
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hitDelay = delay <= 5 ? delay : 5;
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}
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}
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length += hitDelay;
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}
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var t_Duration = TimeSpan.FromSeconds(length);
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BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Strangle, 1075794, 1075795, t_Duration, m, args));
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FinishSequence();
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
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}
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public static bool RemoveCurse(Mobile m)
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{
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if (!_table.Remove(m, out var timer))
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{
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return false;
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}
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timer.Stop();
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m.SendLocalizedMessage(1061687); // You can breath normally again.
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return true;
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}
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private class InternalTimer : Timer
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{
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private Mobile _from;
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private double _maxBaseDamage;
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private int _maxCount;
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private double _minBaseDamage;
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private Mobile _target;
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private int _count;
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private int _hitDelay;
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private DateTime _nextHit;
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public InternalTimer(Mobile target, Mobile from) : base(TimeSpan.FromSeconds(0.1), TimeSpan.FromSeconds(0.1))
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{
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_target = target;
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_from = from;
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var spiritLevel = from.Skills.SpiritSpeak.Value / 10;
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_minBaseDamage = spiritLevel - 2;
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_maxBaseDamage = spiritLevel + 1;
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_hitDelay = 5;
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_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
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_maxCount = _count = Math.Max(4, (int)spiritLevel);
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}
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protected override void OnTick()
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{
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if (!_target.Alive)
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{
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_table.Remove(_target);
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Stop();
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}
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if (!_target.Alive || Core.Now < _nextHit)
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{
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return;
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}
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--_count;
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if (_hitDelay > 1)
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{
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if (_maxCount < 5)
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{
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--_hitDelay;
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}
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else
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{
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var delay = (int)Math.Ceiling((1.0 + 5 * _count) / _maxCount);
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if (delay <= 5)
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{
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_hitDelay = delay;
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}
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else
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{
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_hitDelay = 5;
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}
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}
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}
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if (_count == 0)
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{
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_target.SendLocalizedMessage(1061687); // You can breath normally again.
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_table.Remove(_target);
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Stop();
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--_hitDelay;
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}
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else
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{
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_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
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var delay = (int)Math.Ceiling((1.0 + 5 * _count) / _maxCount);
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var damage = _minBaseDamage + Utility.RandomDouble() * (_maxBaseDamage - _minBaseDamage);
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damage *= 3 - (double)_target.Stam / _target.StamMax * 2;
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if (damage < 1)
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if (delay <= 5)
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{
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damage = 1;
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_hitDelay = delay;
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}
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if (!_target.Player)
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else
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{
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damage *= 1.75;
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_hitDelay = 5;
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}
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}
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}
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AOS.Damage(_target, _from, (int)damage, 0, 0, 0, 100, 0);
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if (_count == 0)
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{
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_target.SendLocalizedMessage(1061687); // You can breath normally again.
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_table.Remove(_target);
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Stop();
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}
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else
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{
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_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
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// OSI: randomly revealed between first and third damage tick, guessing 60% chance
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if (Utility.RandomDouble() < 0.40)
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{
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_target.RevealingAction();
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}
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var damage = _minBaseDamage + Utility.RandomDouble() * (_maxBaseDamage - _minBaseDamage);
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damage *= 3 - (double)_target.Stam / _target.StamMax * 2;
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if (damage < 1)
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{
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damage = 1;
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}
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if (!_target.Player)
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{
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damage *= 1.75;
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}
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AOS.Damage(_target, _from, (int)damage, 0, 0, 0, 100, 0);
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// OSI: randomly revealed between first and third damage tick, guessing 60% chance
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if (Utility.RandomDouble() < 0.40)
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{
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_target.RevealingAction();
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}
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}
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}
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}
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}
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}
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