* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
78 lines
1.8 KiB
C#
78 lines
1.8 KiB
C#
using System;
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using Server.Network;
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using Server.Spells;
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using Server.Targeting;
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namespace Server.Ethics.Evil
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{
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public sealed class Blight : Power
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{
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public Blight() =>
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m_Definition = new PowerDefinition(
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15,
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"Blight",
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"Velgo Ontawl",
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""
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);
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public override void BeginInvoke(Player from)
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{
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from.Mobile.BeginTarget(12, true, TargetFlags.None, Power_OnTarget, from);
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from.Mobile.SendMessage("Where do you wish to blight?");
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}
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private void Power_OnTarget(Mobile fromMobile, object obj, Player from)
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{
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if (!(obj is IPoint3D p))
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return;
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if (!CheckInvoke(from))
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return;
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bool powerFunctioned = false;
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SpellHelper.GetSurfaceTop(ref p);
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IPooledEnumerable eable = from.Mobile.GetMobilesInRange(6);
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foreach (Mobile mob in eable)
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{
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if (mob == from.Mobile || !SpellHelper.ValidIndirectTarget(from.Mobile, mob))
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continue;
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if (mob.GetStatMod("Holy Curse") != null)
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continue;
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if (!from.Mobile.CanBeHarmful(mob, false))
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continue;
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from.Mobile.DoHarmful(mob, true);
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mob.AddStatMod(new StatMod(StatType.All, "Holy Curse", -10, TimeSpan.FromMinutes(30.0)));
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mob.FixedParticles(0x374A, 10, 15, 5028, EffectLayer.Waist);
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mob.PlaySound(0x1FB);
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powerFunctioned = true;
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}
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eable.Free();
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if (powerFunctioned)
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{
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SpellHelper.Turn(from.Mobile, p);
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Effects.PlaySound(p, from.Mobile.Map, 0x1FB);
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from.Mobile.LocalOverheadMessage(MessageType.Regular, 0x3B2, false, "You curse the area.");
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FinishInvoke(from);
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}
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else
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{
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from.Mobile.FixedEffect(0x3735, 6, 30);
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from.Mobile.PlaySound(0x5C);
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}
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}
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}
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}
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