fix: Fixes stats for earlier expansions (#950)
This commit is contained in:
parent
54b268c02f
commit
ca29fc640a
1 changed files with 439 additions and 436 deletions
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@ -3,488 +3,491 @@ 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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namespace Server.Misc;
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// TODO: Make this entirely configurable
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public static class SkillCheck
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{
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public static class SkillCheck
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public enum Stat
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{
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public enum Stat
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Str,
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Dex,
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Int
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}
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// Publish 16 changed max stats from 100 to 125
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private static int StatMax = Core.LBR ? 125 : 100;
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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 readonly 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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true, // Mysticism = 55
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true, // Imbuing = 56
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false, // Throwing = 57
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};
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private static readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
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private static readonly 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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var skill = from.Skills[skillName];
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if (skill == null)
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{
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Str,
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Dex,
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Int
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return false;
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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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var value = skill.Value;
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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 readonly bool[] UseAntiMacro =
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if (value < minSkill)
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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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true, // Mysticism = 55
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true, // Imbuing = 56
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false, // Throwing = 57
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};
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private static readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
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private static readonly 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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return false; // Too difficult
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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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if (value >= maxSkill)
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{
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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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var value = skill.Value;
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if (value < minSkill)
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{
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return false; // Too difficult
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}
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if (value >= maxSkill)
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{
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return true; // No challenge
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}
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var chance = (value - minSkill) / (maxSkill - minSkill);
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var 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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return true; // No challenge
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}
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public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
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var chance = (value - minSkill) / (maxSkill - minSkill);
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var 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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var skill = from.Skills[skillName];
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if (skill == null)
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{
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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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if (chance < 0.0)
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{
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return false; // Too difficult
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}
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if (chance >= 1.0)
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{
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return true; // No challenge
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}
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var 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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return false;
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}
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public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
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if (chance < 0.0)
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{
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if (from.Skills.Cap == 0)
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{
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return false;
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}
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var success = chance >= Utility.RandomDouble();
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var 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 :
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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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{
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gc = 0.01;
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}
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if (from is BaseCreature creature && creature.Controlled)
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{
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gc *= 2;
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}
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if (from.Alive && (gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj) || skill.Base < 10.0))
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{
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Gain(from, skill);
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}
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return success;
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return false; // Too difficult
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}
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public static bool Mobile_SkillCheckTarget(
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Mobile from, SkillName skillName, object target, double minSkill,
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double maxSkill
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)
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if (chance >= 1.0)
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{
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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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var value = skill.Value;
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if (value < minSkill)
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{
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return false; // Too difficult
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}
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if (value >= maxSkill)
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{
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return true; // No challenge
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}
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var chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill(from, skill, target, chance);
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return true; // No challenge
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}
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public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
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var 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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{
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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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if (chance < 0.0)
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{
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return false; // Too difficult
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}
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if (chance >= 1.0)
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{
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return true; // No challenge
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}
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return CheckSkill(from, skill, target, chance);
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return false;
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}
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private static bool AllowGain(Mobile from, Skill skill, object obj)
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var success = chance >= Utility.RandomDouble();
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var 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 :
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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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{
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if (Core.AOS && Faction.InSkillLoss(from)) // Changed some time between the introduction of AoS and SE.
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{
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return false;
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}
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if (AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID])
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{
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return mobile.AntiMacroCheck(skill, obj);
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}
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return true;
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gc = 0.01;
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}
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public static void Gain(Mobile from, Skill skill)
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if (from is BaseCreature creature && creature.Controlled)
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{
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if (from.Region.IsPartOf<JailRegion>())
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gc *= 2;
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}
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if (from.Alive && (gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj) || skill.Base < 10.0))
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{
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Gain(from, skill);
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}
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return success;
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}
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public static bool Mobile_SkillCheckTarget(
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Mobile from, SkillName skillName, object target, double minSkill,
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double maxSkill
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)
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{
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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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var value = skill.Value;
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if (value < minSkill)
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{
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return false; // Too difficult
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}
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if (value >= maxSkill)
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{
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return true; // No challenge
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}
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var chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill(from, skill, target, chance);
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}
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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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var skill = from.Skills[skillName];
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if (skill == null)
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{
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return false;
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}
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if (chance < 0.0)
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{
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return false; // Too difficult
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}
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if (chance >= 1.0)
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{
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return true; // No challenge
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}
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return CheckSkill(from, skill, target, chance);
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}
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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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{
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return false;
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}
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if (AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID])
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{
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return mobile.AntiMacroCheck(skill, obj);
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}
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return true;
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}
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public static void Gain(Mobile from, Skill skill)
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{
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if (from.Region.IsPartOf<JailRegion>())
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{
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return;
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}
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if (from is BaseCreature creature && creature.IsDeadPet)
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{
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return;
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}
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if (skill.SkillName == SkillName.Focus && from is BaseCreature)
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{
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return;
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}
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if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
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{
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var toGain = 1;
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if (skill.Base <= 10.0)
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{
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return;
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toGain = Utility.Random(4) + 1;
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}
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if (from is BaseCreature creature && creature.IsDeadPet)
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{
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return;
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}
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var skills = from.Skills;
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if (skill.SkillName == SkillName.Focus && from is BaseCreature)
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if (from.Player && skills.Total / skills.Cap >= Utility.RandomDouble())
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{
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return;
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}
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if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
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{
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var toGain = 1;
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if (skill.Base <= 10.0)
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for (var i = 0; i < skills.Length; ++i)
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{
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toGain = Utility.Random(4) + 1;
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}
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var toLower = skills[i];
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var skills = from.Skills;
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||||
|
||||
if (from.Player && skills.Total / skills.Cap >= Utility.RandomDouble())
|
||||
{
|
||||
for (var i = 0; i < skills.Length; ++i)
|
||||
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
|
||||
{
|
||||
var toLower = skills[i];
|
||||
|
||||
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
|
||||
{
|
||||
toLower.BaseFixedPoint -= toGain;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
|
||||
pm.AcceleratedStart > Core.Now)
|
||||
{
|
||||
toGain *= Utility.RandomMinMax(2, 5);
|
||||
}
|
||||
|
||||
if (!from.Player || skills.Total + toGain <= skills.Cap)
|
||||
{
|
||||
skill.BaseFixedPoint += toGain;
|
||||
}
|
||||
}
|
||||
|
||||
if (skill.Lock == SkillLock.Up)
|
||||
{
|
||||
var 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)
|
||||
{
|
||||
return stat switch
|
||||
{
|
||||
Stat.Str => from.StrLock == StatLockType.Down && from.RawStr > 10,
|
||||
Stat.Dex => from.DexLock == StatLockType.Down && from.RawDex > 10,
|
||||
Stat.Int => from.IntLock == StatLockType.Down && from.RawInt > 10,
|
||||
_ => false
|
||||
};
|
||||
}
|
||||
|
||||
public static bool CanRaise(Mobile from, Stat stat)
|
||||
{
|
||||
if (!(from is BaseCreature creature && creature.Controlled))
|
||||
{
|
||||
if (from.RawStatTotal >= from.StatCap)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return stat switch
|
||||
{
|
||||
Stat.Str => from.StrLock == StatLockType.Up && from.RawStr < 125,
|
||||
Stat.Dex => from.DexLock == StatLockType.Up && from.RawDex < 125,
|
||||
Stat.Int => from.IntLock == StatLockType.Up && from.RawInt < 125,
|
||||
_ => 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;
|
||||
}
|
||||
|
||||
toLower.BaseFixedPoint -= toGain;
|
||||
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;
|
||||
}
|
||||
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
|
||||
pm.AcceleratedStart > Core.Now)
|
||||
{
|
||||
toGain *= Utility.RandomMinMax(2, 5);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
if (!from.Player || skills.Total + toGain <= skills.Cap)
|
||||
{
|
||||
skill.BaseFixedPoint += toGain;
|
||||
}
|
||||
}
|
||||
|
||||
public static void GainStat(Mobile from, Stat stat)
|
||||
if (skill.Lock == SkillLock.Up)
|
||||
{
|
||||
switch (stat)
|
||||
var info = skill.Info;
|
||||
|
||||
if (from.StrLock == StatLockType.Up && info.StrGain / 33.3 > Utility.RandomDouble())
|
||||
{
|
||||
case Stat.Str:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastStrGain + m_PetStatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastStrGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastStrGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
case Stat.Dex:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastDexGain + m_PetStatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastDexGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastDexGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastIntGain + m_PetStatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastIntGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastIntGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
var atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
|
||||
|
||||
IncreaseStat(from, stat, atrophy);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool CanLower(Mobile from, Stat stat)
|
||||
{
|
||||
return stat switch
|
||||
{
|
||||
Stat.Str => from.StrLock == StatLockType.Down && from.RawStr > 10,
|
||||
Stat.Dex => from.DexLock == StatLockType.Down && from.RawDex > 10,
|
||||
Stat.Int => from.IntLock == StatLockType.Down && from.RawInt > 10,
|
||||
_ => false
|
||||
};
|
||||
}
|
||||
|
||||
public static bool CanRaise(Mobile from, Stat stat)
|
||||
{
|
||||
if (!(from is BaseCreature creature && creature.Controlled))
|
||||
{
|
||||
if (from.RawStatTotal >= from.StatCap)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return stat switch
|
||||
{
|
||||
Stat.Str => from.StrLock == StatLockType.Up && from.RawStr < StatMax,
|
||||
Stat.Dex => from.DexLock == StatLockType.Up && from.RawDex < StatMax,
|
||||
Stat.Int => from.IntLock == StatLockType.Up && from.RawInt < StatMax,
|
||||
_ => 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 >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastStrGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastStrGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
case Stat.Dex:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastDexGain + m_PetStatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastDexGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastDexGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
case Stat.Int:
|
||||
{
|
||||
if (from is BaseCreature creature && creature.Controlled)
|
||||
{
|
||||
if (creature.LastIntGain + m_PetStatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (from.LastIntGain + m_StatGainDelay >= Core.Now)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
from.LastIntGain = Core.Now;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
|
||||
|
||||
IncreaseStat(from, stat, atrophy);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue