ModernUO/Projects/Scripts/Items/Special/Special Scrolls/ScrollofTranscendence.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

157 lines
4.8 KiB
C#

using System;
using System.Linq;
using Server.Engines.MLQuests;
using Server.Engines.MLQuests.Objectives;
using Server.Mobiles;
namespace Server.Items
{
public class ScrollofTranscendence : SpecialScroll
{
[Constructible]
public ScrollofTranscendence(SkillName skill = SkillName.Alchemy, double value = 0.0) : base(skill, value)
{
ItemID = 0x14EF;
Hue = 0x490;
}
public ScrollofTranscendence(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1094934; // Scroll of Transcendence
public override int Message =>
1094933;
/* Using a Scroll of Transcendence for a given skill will permanently increase your current
* level in that skill by the amount of points displayed on the scroll.
* As you may not gain skills beyond your maximum skill cap, any excess points will be lost.
*/
public override string DefaultTitle =>
$"<basefont color=#FFFFFF>Scroll of Transcendence ({Value} Skill):</basefont>";
public static ScrollofTranscendence CreateRandom(int min, int max)
{
SkillName skill = (SkillName)Utility.Random(SkillInfo.Table.Length);
return new ScrollofTranscendence(skill, Utility.RandomMinMax(min, max) * 0.1);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (Value == 1)
list.Add(1076759, "{0}\t{1}.0 Skill Points", GetName(), Value);
else
list.Add(1076759, "{0}\t{1} Skill Points", GetName(), Value);
}
public override bool CanUse(Mobile from)
{
if (!(base.CanUse(from) && from is PlayerMobile pm))
return false;
#region Mondain's Legacy
MLQuestContext context = MLQuestSystem.GetContext(pm);
if (context != null)
foreach (MLQuestInstance instance in context.QuestInstances)
foreach (BaseObjectiveInstance objective in instance.Objectives)
if (!objective.Expired && objective is GainSkillObjectiveInstance objectiveInstance &&
objectiveInstance.Handles(Skill))
{
from.SendMessage("You are already under the effect of an enhanced skillgain quest.");
return false;
}
#endregion
if (pm.AcceleratedStart > DateTime.UtcNow)
{
from.SendLocalizedMessage(1077951); // You are already under the effect of an accelerated skillgain scroll.
return false;
}
return true;
}
public override void Use(Mobile from)
{
if (!CanUse(from))
return;
double tskill = from.Skills[Skill].Base; // value of skill without item bonuses etc
double tcap = from.Skills[Skill].Cap; // maximum value permitted
bool canGain = false;
double newValue = Value;
if (tskill + newValue > tcap)
newValue = tcap - tskill;
if (tskill < tcap && from.Skills[Skill].Lock == SkillLock.Up)
{
if (from.SkillsTotal + newValue * 10 > from.SkillsCap)
{
int ns = from.Skills.Length; // number of items in from.Skills[]
for (int i = 0; i < ns; i++)
// skill must point down and its value must be enough
if (from.Skills[i].Lock == SkillLock.Down && from.Skills[i].Base >= newValue)
{
from.Skills[i].Base -= newValue;
canGain = true;
break;
}
}
else
{
canGain = true;
}
}
if (!canGain)
{
from.SendLocalizedMessage(
1094935);
/* You cannot increase this skill at this time. The skill may be locked or set to lower in your skill menu.
* If you are at your total skill cap, you must use a Powerscroll to increase your current skill cap.
*/
return;
}
from.SendLocalizedMessage(1049513,
GetNameLocalized()); // You feel a surge of magic as the scroll enhances your ~1_type~!
from.Skills[Skill].Base += newValue;
Effects.PlaySound(from.Location, from.Map, 0x1F7);
Effects.SendTargetParticles(from, 0x373A, 35, 45, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
Effects.SendTargetParticles(from, 0x376A, 35, 45, 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
LootType = LootType.Cursed;
Insured = false;
if (Hue == 0x7E)
Hue = 0x490;
}
}
}