ModernUO/Projects/Scripts/Items/Special/Special Scrolls/PowerScroll.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

250 lines
7 KiB
C#

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