* 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
157 lines
4.8 KiB
C#
157 lines
4.8 KiB
C#
using System;
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using System.Linq;
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using Server.Engines.MLQuests;
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using Server.Engines.MLQuests.Objectives;
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using Server.Mobiles;
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namespace Server.Items
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{
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public class ScrollofTranscendence : SpecialScroll
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{
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[Constructible]
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public ScrollofTranscendence(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
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{
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ItemID = 0x14EF;
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Hue = 0x490;
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}
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public ScrollofTranscendence(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1094934; // Scroll of Transcendence
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public override int Message =>
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1094933;
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/* Using a Scroll of Transcendence for a given skill will permanently increase your current
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* level in that skill by the amount of points displayed on the scroll.
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* As you may not gain skills beyond your maximum skill cap, any excess points will be lost.
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*/
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public override string DefaultTitle =>
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$"<basefont color=#FFFFFF>Scroll of Transcendence ({Value} Skill):</basefont>";
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public static ScrollofTranscendence CreateRandom(int min, int max)
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{
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SkillName skill = (SkillName)Utility.Random(SkillInfo.Table.Length);
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return new ScrollofTranscendence(skill, Utility.RandomMinMax(min, max) * 0.1);
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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if (Value == 1)
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list.Add(1076759, "{0}\t{1}.0 Skill Points", GetName(), Value);
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else
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list.Add(1076759, "{0}\t{1} Skill Points", 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) && from is PlayerMobile pm))
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return false;
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#region Mondain's Legacy
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MLQuestContext context = MLQuestSystem.GetContext(pm);
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if (context != null)
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foreach (MLQuestInstance instance in context.QuestInstances)
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foreach (BaseObjectiveInstance objective in instance.Objectives)
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if (!objective.Expired && objective is GainSkillObjectiveInstance objectiveInstance &&
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objectiveInstance.Handles(Skill))
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{
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from.SendMessage("You are already under the effect of an enhanced skillgain quest.");
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return false;
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}
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#endregion
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if (pm.AcceleratedStart > DateTime.UtcNow)
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{
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from.SendLocalizedMessage(1077951); // You are already under the effect of an accelerated skillgain 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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double tskill = from.Skills[Skill].Base; // value of skill without item bonuses etc
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double tcap = from.Skills[Skill].Cap; // maximum value permitted
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bool canGain = false;
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double newValue = Value;
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if (tskill + newValue > tcap)
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newValue = tcap - tskill;
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if (tskill < tcap && from.Skills[Skill].Lock == SkillLock.Up)
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{
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if (from.SkillsTotal + newValue * 10 > from.SkillsCap)
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{
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int ns = from.Skills.Length; // number of items in from.Skills[]
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for (int i = 0; i < ns; i++)
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// skill must point down and its value must be enough
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if (from.Skills[i].Lock == SkillLock.Down && from.Skills[i].Base >= newValue)
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{
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from.Skills[i].Base -= newValue;
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canGain = true;
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break;
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}
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}
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else
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{
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canGain = true;
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}
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}
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if (!canGain)
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{
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from.SendLocalizedMessage(
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1094935);
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/* You cannot increase this skill at this time. The skill may be locked or set to lower in your skill menu.
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* If you are at your total skill cap, you must use a Powerscroll to increase your current skill cap.
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*/
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return;
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}
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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].Base += newValue;
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Effects.PlaySound(from.Location, from.Map, 0x1F7);
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Effects.SendTargetParticles(from, 0x373A, 35, 45, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
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Effects.SendTargetParticles(from, 0x376A, 35, 45, 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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LootType = LootType.Cursed;
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Insured = false;
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if (Hue == 0x7E)
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Hue = 0x490;
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}
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}
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}
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