* 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
250 lines
7 KiB
C#
250 lines
7 KiB
C#
using System.Collections.Generic;
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namespace Server.Items
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{
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public class PowerScroll : SpecialScroll
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{
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private static SkillName[] m_Skills =
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking
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};
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private static SkillName[] m_AOSSkills =
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{
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak
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};
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private static SkillName[] m_SESkills =
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{
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SkillName.Ninjitsu,
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SkillName.Bushido
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};
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private static SkillName[] m_MLSkills =
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{
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SkillName.Spellweaving
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};
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/*
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private static SkillName[] m_SASkills = new SkillName[]
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{
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SkillName.Throwing,
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SkillName.Mysticism,
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SkillName.Imbuing
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};
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private static SkillName[] m_HSSkills = new SkillName[]
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{
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SkillName.Fishing
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};
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*/
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private static List<SkillName> _Skills = new List<SkillName>();
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[Constructible]
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public PowerScroll(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
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{
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Hue = 0x481;
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if (Value == 105.0 || skill == SkillName.Blacksmith || skill == SkillName.Tailoring)
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LootType = LootType.Regular;
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}
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public PowerScroll(Serial serial) : base(serial)
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{
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}
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public override int Message =>
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1049469;
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/* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window.
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*/
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public override int Title
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{
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get
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{
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double level = (Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
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return 1049635 + (int)level;
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/* Wonderous Scroll (105 Skill): OR
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* Exalted Scroll (110 Skill): OR
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* Mythical Scroll (115 Skill): OR
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* Legendary Scroll (120 Skill):
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*/
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return 0;
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}
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}
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public override string DefaultTitle => $"<basefont color=#FFFFFF>Power Scroll ({Value} Skill):</basefont>";
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public static List<SkillName> Skills
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{
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get
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{
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if (_Skills.Count == 0)
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{
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_Skills.AddRange(m_Skills);
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if (Core.AOS)
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{
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_Skills.AddRange(m_AOSSkills);
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if (Core.SE)
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{
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_Skills.AddRange(m_SESkills);
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if (Core.ML) _Skills.AddRange(m_MLSkills);
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}
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}
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}
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return _Skills;
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}
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}
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public static PowerScroll CreateRandom(int min, int max)
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{
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min /= 5;
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max /= 5;
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return new PowerScroll(Skills[Utility.Random(Skills.Count)], 100 + Utility.RandomMinMax(min, max) * 5);
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}
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public static PowerScroll CreateRandomNoCraft(int min, int max)
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{
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min /= 5;
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max /= 5;
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SkillName skillName;
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do
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{
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skillName = Skills[Utility.Random(Skills.Count)];
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} while (skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring);
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return new PowerScroll(skillName, 100 + Utility.RandomMinMax(min, max) * 5);
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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double level = (Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
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list.Add(1049639 + (int)level, GetNameLocalized());
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/* a wonderous scroll of ~1_type~ (105 Skill) OR
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* an exalted scroll of ~1_type~ (110 Skill) OR
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* a mythical scroll of ~1_type~ (115 Skill) OR
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* a legendary scroll of ~1_type~ (120 Skill)
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*/
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else
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list.Add("a power scroll of {0} ({1} Skill)", GetName(), Value);
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}
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public override void OnSingleClick(Mobile from)
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{
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double level = (Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0)
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LabelTo(from, 1049639 + (int)level, GetNameLocalized());
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else
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LabelTo(from, "a power scroll of {0} ({1} Skill)", GetName(), Value);
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}
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public override bool CanUse(Mobile from)
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{
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if (!base.CanUse(from))
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return false;
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Skill skill = from.Skills[Skill];
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if (skill == null)
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return false;
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if (skill.Cap >= Value)
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{
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from.SendLocalizedMessage(1049511, GetNameLocalized()); // Your ~1_type~ is too high for this power scroll.
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return false;
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}
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return true;
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}
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public override void Use(Mobile from)
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{
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if (!CanUse(from))
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return;
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from.SendLocalizedMessage(1049513,
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GetNameLocalized()); // You feel a surge of magic as the scroll enhances your ~1_type~!
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from.Skills[Skill].Cap = Value;
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Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0,
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0, 5060, 0);
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Effects.PlaySound(from.Location, from.Map, 0x243);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map),
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from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map),
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from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map),
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from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
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Delete();
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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(0); // version
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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 = InheritsItem ? 0 : reader.ReadInt(); // Required for SpecialScroll insertion
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if (Value == 105.0 || Skill == SkillName.Blacksmith || Skill == SkillName.Tailoring)
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{
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LootType = LootType.Regular;
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}
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else
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{
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LootType = LootType.Cursed;
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Insured = false;
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}
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}
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}
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}
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