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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51 changed files with 4164 additions and 4188 deletions
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@ -1,71 +1,70 @@
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using System;
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using Server.SkillHandlers;
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namespace Server.Spells.Ninjitsu
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namespace Server.Spells.Ninjitsu;
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public class Backstab : NinjaMove
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{
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public class Backstab : NinjaMove
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public override int BaseMana => 30;
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public override double RequiredSkill => Core.ML ? 40.0 : 20.0;
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// You prepare to Backstab your opponent.
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public override TextDefinition AbilityMessage { get; } = 1063089;
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public override bool ValidatesDuringHit => false;
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public override double GetDamageScalar(Mobile attacker, Mobile defender)
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{
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public override int BaseMana => 30;
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public override double RequiredSkill => Core.ML ? 40.0 : 20.0;
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var ninjitsu = attacker.Skills.Ninjitsu.Value;
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// You prepare to Backstab your opponent.
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public override TextDefinition AbilityMessage { get; } = 1063089;
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public override bool ValidatesDuringHit => false;
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public override double GetDamageScalar(Mobile attacker, Mobile defender)
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{
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var ninjitsu = attacker.Skills.Ninjitsu.Value;
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return 1.0 + ninjitsu / 360 + Tracking.GetStalkingBonus(attacker, defender) / 100;
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}
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public override bool Validate(Mobile from)
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{
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if (!from.Hidden || from.AllowedStealthSteps <= 0)
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{
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from.SendLocalizedMessage(1063087); // You must be in stealth mode to use this ability.
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return false;
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}
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return base.Validate(from);
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}
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public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
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{
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var valid = Validate(attacker) && CheckMana(attacker, true);
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if (valid)
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{
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attacker.BeginAction<Stealth>();
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Timer.StartTimer(TimeSpan.FromSeconds(5.0), attacker.EndAction<Stealth>);
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}
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return valid;
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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// Validates before swing
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063090); // You quickly stab your opponent as you come out of hiding!
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defender.FixedParticles(0x37B9, 1, 5, 0x251D, 0x651, 0, EffectLayer.Waist);
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attacker.RevealingAction();
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CheckGain(attacker);
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}
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public override void OnMiss(Mobile attacker, Mobile defender)
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{
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063161); // You failed to properly use the element of surprise.
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attacker.RevealingAction();
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}
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return 1.0 + ninjitsu / 360 + Tracking.GetStalkingBonus(attacker, defender) / 100;
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}
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}
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public override bool Validate(Mobile from)
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{
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if (!from.Hidden || from.AllowedStealthSteps <= 0)
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{
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from.SendLocalizedMessage(1063087); // You must be in stealth mode to use this ability.
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return false;
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}
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return base.Validate(from);
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}
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public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
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{
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var valid = Validate(attacker) && CheckMana(attacker, true);
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if (valid)
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{
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attacker.BeginAction<Stealth>();
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Timer.StartTimer(TimeSpan.FromSeconds(5.0), attacker.EndAction<Stealth>);
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}
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return valid;
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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// Validates before swing
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063090); // You quickly stab your opponent as you come out of hiding!
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defender.FixedParticles(0x37B9, 1, 5, 0x251D, 0x651, 0, EffectLayer.Waist);
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attacker.RevealingAction();
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CheckGain(attacker);
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}
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public override void OnMiss(Mobile attacker, Mobile defender)
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{
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063161); // You failed to properly use the element of surprise.
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attacker.RevealingAction();
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}
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}
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