* 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
552 lines
14 KiB
C#
552 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.Craft;
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using Server.Mobiles;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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public delegate void InstrumentPickedCallback(Mobile from, BaseInstrument instrument);
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public enum InstrumentQuality
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{
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Low,
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Regular,
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Exceptional
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}
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public abstract class BaseInstrument : Item, ICraftable, ISlayer
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{
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private static Dictionary<Mobile, BaseInstrument> m_Instruments = new Dictionary<Mobile, BaseInstrument>();
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private Mobile m_Crafter;
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private DateTime m_LastReplenished;
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private InstrumentQuality m_Quality;
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private bool m_ReplenishesCharges;
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private SlayerName m_Slayer, m_Slayer2;
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private int m_UsesRemaining;
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public BaseInstrument(int itemID, int wellSound, int badlySound) : base(itemID)
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{
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SuccessSound = wellSound;
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FailureSound = badlySound;
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UsesRemaining = Utility.RandomMinMax(InitMinUses, InitMaxUses);
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}
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public BaseInstrument(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int SuccessSound{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int FailureSound{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public InstrumentQuality Quality
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{
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get => m_Quality;
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set
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{
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UnscaleUses();
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m_Quality = value;
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InvalidateProperties();
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ScaleUses();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Crafter
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{
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get => m_Crafter;
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set
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{
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m_Crafter = value;
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InvalidateProperties();
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}
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}
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public virtual int InitMinUses => 350;
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public virtual int InitMaxUses => 450;
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public virtual TimeSpan ChargeReplenishRate => TimeSpan.FromMinutes(5.0);
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[CommandProperty(AccessLevel.GameMaster)]
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public int UsesRemaining
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{
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get
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{
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CheckReplenishUses();
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return m_UsesRemaining;
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}
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set
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{
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m_UsesRemaining = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime LastReplenished
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{
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get => m_LastReplenished;
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set
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{
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m_LastReplenished = value;
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CheckReplenishUses();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool ReplenishesCharges
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{
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get => m_ReplenishesCharges;
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set
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{
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if (value != m_ReplenishesCharges && value)
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m_LastReplenished = DateTime.UtcNow;
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m_ReplenishesCharges = value;
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}
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}
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#region ICraftable Members
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public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
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CraftItem craftItem, int resHue)
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{
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Quality = (InstrumentQuality)quality;
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if (makersMark)
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Crafter = from;
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return quality;
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}
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#endregion
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[CommandProperty(AccessLevel.GameMaster)]
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public SlayerName Slayer
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{
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get => m_Slayer;
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set
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{
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m_Slayer = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public SlayerName Slayer2
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{
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get => m_Slayer2;
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set
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{
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m_Slayer2 = value;
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InvalidateProperties();
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}
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}
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public void CheckReplenishUses(bool invalidate = true)
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{
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if (!m_ReplenishesCharges || m_UsesRemaining >= InitMaxUses)
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return;
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if (m_LastReplenished + ChargeReplenishRate < DateTime.UtcNow)
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{
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TimeSpan timeDifference = DateTime.UtcNow - m_LastReplenished;
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m_UsesRemaining = Math.Min(m_UsesRemaining + (int)(timeDifference.Ticks / ChargeReplenishRate.Ticks),
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InitMaxUses); //How rude of TimeSpan to not allow timespan division.
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m_LastReplenished = DateTime.UtcNow;
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if (invalidate)
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InvalidateProperties();
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}
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}
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public void ScaleUses()
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{
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UsesRemaining = UsesRemaining * GetUsesScalar() / 100;
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//InvalidateProperties();
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}
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public void UnscaleUses()
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{
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UsesRemaining = UsesRemaining * 100 / GetUsesScalar();
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}
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public int GetUsesScalar() => m_Quality == InstrumentQuality.Exceptional ? 200 : 100;
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public void ConsumeUse(Mobile from)
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{
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// TODO: Confirm what must happen here?
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if (UsesRemaining > 1)
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{
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--UsesRemaining;
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}
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else
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{
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from?.SendLocalizedMessage(502079); // The instrument played its last tune.
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Delete();
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}
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}
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public static BaseInstrument GetInstrument(Mobile from)
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{
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if (m_Instruments.TryGetValue(from, out BaseInstrument instrument) && instrument.IsChildOf(from.Backpack))
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return instrument;
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m_Instruments.Remove(from);
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return null;
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}
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public static int GetBardRange(Mobile bard, SkillName skill) => 8 + (int)(bard.Skills[skill].Value / 15);
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public static void PickInstrument(Mobile from, InstrumentPickedCallback callback)
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{
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BaseInstrument instrument = GetInstrument(from);
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if (instrument != null)
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{
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callback?.Invoke(from, instrument);
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}
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else
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{
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from.SendLocalizedMessage(500617); // What instrument shall you play?
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from.BeginTarget(1, false, TargetFlags.None, OnPickedInstrument, callback);
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}
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}
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public static void OnPickedInstrument(Mobile from, object targeted, InstrumentPickedCallback callback)
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{
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if (!(targeted is BaseInstrument instrument))
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{
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from.SendLocalizedMessage(500619); // That is not a musical instrument.
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}
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else
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{
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SetInstrument(from, instrument);
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callback?.Invoke(from, instrument);
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}
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}
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public static bool IsMageryCreature(BaseCreature bc) => bc?.AI == AIType.AI_Mage && bc.Skills.Magery.Base > 5.0;
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public static bool IsFireBreathingCreature(BaseCreature bc) => bc?.HasBreath == true;
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public static bool IsPoisonImmune(BaseCreature bc) => bc?.PoisonImmune != null;
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public static int GetPoisonLevel(BaseCreature bc) => (bc?.HitPoison.Level ?? -1) + 1;
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public static double GetBaseDifficulty(Mobile targ)
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{
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/* Difficulty TODO: Add another 100 points for each of the following abilities:
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- Radiation or Aura Damage (Heat, Cold etc.)
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- Summoning Undead
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*/
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double val = targ.HitsMax * 1.6 + targ.StamMax + targ.ManaMax;
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val += targ.SkillsTotal / 10.0;
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if (val > 700)
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val = 700 + (int)((val - 700) * (3.0 / 11));
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BaseCreature bc = targ as BaseCreature;
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if (IsMageryCreature(bc))
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val += 100;
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if (IsFireBreathingCreature(bc))
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val += 100;
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if (IsPoisonImmune(bc))
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val += 100;
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if (targ is VampireBat || targ is VampireBatFamiliar)
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val += 100;
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val += GetPoisonLevel(bc) * 20;
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val /= 10;
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if (bc?.IsParagon == true)
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val += 40.0;
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if (Core.SE && val > 160.0)
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val = 160.0;
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return val;
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}
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public double GetDifficultyFor(Mobile targ)
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{
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double val = GetBaseDifficulty(targ);
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if (m_Quality == InstrumentQuality.Exceptional)
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val -= 5.0; // 10%
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if (m_Slayer != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
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if (entry != null)
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{
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if (entry.Slays(targ))
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val -= 10.0; // 20%
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else if (entry.Group.OppositionSuperSlays(targ))
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val += 10.0; // -20%
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}
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}
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if (m_Slayer2 != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
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if (entry != null)
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{
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if (entry.Slays(targ))
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val -= 10.0; // 20%
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else if (entry.Group.OppositionSuperSlays(targ))
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val += 10.0; // -20%
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}
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}
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return val;
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}
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public static void SetInstrument(Mobile from, BaseInstrument item)
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{
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m_Instruments[from] = item;
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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int oldUses = m_UsesRemaining;
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CheckReplenishUses(false);
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base.GetProperties(list);
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if (m_Crafter != null)
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list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~
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if (m_Quality == InstrumentQuality.Exceptional)
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list.Add(1060636); // exceptional
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list.Add(1060584, m_UsesRemaining.ToString()); // uses remaining: ~1_val~
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if (m_ReplenishesCharges)
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list.Add(1070928); // Replenish Charges
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if (m_Slayer != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
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if (entry != null)
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list.Add(entry.Title);
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}
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if (m_Slayer2 != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
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if (entry != null)
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list.Add(entry.Title);
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}
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if (m_UsesRemaining != oldUses)
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Timer.DelayCall(TimeSpan.Zero, InvalidateProperties);
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}
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public override void OnSingleClick(Mobile from)
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{
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List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();
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if (DisplayLootType)
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{
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if (LootType == LootType.Blessed)
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attrs.Add(new EquipInfoAttribute(1038021)); // blessed
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else if (LootType == LootType.Cursed)
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attrs.Add(new EquipInfoAttribute(1049643)); // cursed
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}
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if (m_Quality == InstrumentQuality.Exceptional)
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attrs.Add(new EquipInfoAttribute(1018305 - (int)m_Quality));
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if (m_ReplenishesCharges)
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attrs.Add(new EquipInfoAttribute(1070928)); // Replenish Charges
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// TODO: Must this support item identification?
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if (m_Slayer != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
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if (entry != null)
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attrs.Add(new EquipInfoAttribute(entry.Title));
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}
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if (m_Slayer2 != SlayerName.None)
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{
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SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
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if (entry != null)
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attrs.Add(new EquipInfoAttribute(entry.Title));
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}
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int number;
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if (Name == null)
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{
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number = LabelNumber;
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}
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else
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{
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LabelTo(from, Name);
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number = 1041000;
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}
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if (attrs.Count > 0 || Crafter != null || Name == null)
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EquipmentPackets.SendDisplayEquipmentInfo(from.NetState, this, number, m_Crafter, false, attrs);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(3); // version
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writer.Write(m_ReplenishesCharges);
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if (m_ReplenishesCharges)
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writer.Write(m_LastReplenished);
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writer.Write(m_Crafter);
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writer.WriteEncodedInt((int)m_Quality);
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writer.WriteEncodedInt((int)m_Slayer);
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writer.WriteEncodedInt((int)m_Slayer2);
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writer.WriteEncodedInt(UsesRemaining);
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writer.WriteEncodedInt(SuccessSound);
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writer.WriteEncodedInt(FailureSound);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 3:
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{
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m_ReplenishesCharges = reader.ReadBool();
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if (m_ReplenishesCharges)
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m_LastReplenished = reader.ReadDateTime();
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goto case 2;
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}
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case 2:
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{
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m_Crafter = reader.ReadMobile();
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m_Quality = (InstrumentQuality)reader.ReadEncodedInt();
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m_Slayer = (SlayerName)reader.ReadEncodedInt();
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m_Slayer2 = (SlayerName)reader.ReadEncodedInt();
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UsesRemaining = reader.ReadEncodedInt();
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SuccessSound = reader.ReadEncodedInt();
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FailureSound = reader.ReadEncodedInt();
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break;
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}
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case 1:
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{
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m_Crafter = reader.ReadMobile();
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m_Quality = (InstrumentQuality)reader.ReadEncodedInt();
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m_Slayer = (SlayerName)reader.ReadEncodedInt();
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UsesRemaining = reader.ReadEncodedInt();
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SuccessSound = reader.ReadEncodedInt();
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FailureSound = reader.ReadEncodedInt();
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break;
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}
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case 0:
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{
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SuccessSound = reader.ReadInt();
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FailureSound = reader.ReadInt();
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UsesRemaining = Utility.RandomMinMax(InitMinUses, InitMaxUses);
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break;
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}
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}
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CheckReplenishUses();
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.InRange(GetWorldLocation(), 1))
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{
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from.SendLocalizedMessage(500446); // That is too far away.
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}
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else if (from.BeginAction<BaseInstrument>())
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{
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SetInstrument(from, this);
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// Delay of 7 second before being able to play another instrument again
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new InternalTimer(from).Start();
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if (CheckMusicianship(from))
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PlayInstrumentWell(from);
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else
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PlayInstrumentBadly(from);
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}
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else
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{
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from.SendLocalizedMessage(500119); // You must wait to perform another action
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}
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}
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public static bool CheckMusicianship(Mobile m)
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{
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m.CheckSkill(SkillName.Musicianship, 0.0, 120.0);
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return m.Skills.Musicianship.Value / 100 > Utility.RandomDouble();
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}
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public void PlayInstrumentWell(Mobile from)
|
|
{
|
|
from.PlaySound(SuccessSound);
|
|
}
|
|
|
|
public void PlayInstrumentBadly(Mobile from)
|
|
{
|
|
from.PlaySound(FailureSound);
|
|
}
|
|
|
|
private class InternalTimer : Timer
|
|
{
|
|
private Mobile m_From;
|
|
|
|
public InternalTimer(Mobile from) : base(TimeSpan.FromSeconds(6.0))
|
|
{
|
|
m_From = from;
|
|
Priority = TimerPriority.TwoFiftyMS;
|
|
}
|
|
|
|
protected override void OnTick()
|
|
{
|
|
m_From.EndAction<BaseInstrument>();
|
|
}
|
|
}
|
|
}
|
|
}
|