* 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
134 lines
4.5 KiB
C#
134 lines
4.5 KiB
C#
using Server.Mobiles;
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namespace Server.Items
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{
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public class StatCapScroll : SpecialScroll
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{
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[Constructible]
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public StatCapScroll(int value = 105) : base(SkillName.Alchemy, value) => Hue = 0x481;
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public StatCapScroll(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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int level = ((int)Value - 230) / 5;
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if (level >= 0 && level <= 4 && Value % 5 == 0)
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return 1049458 + level;
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/* Wonderous Scroll (+5 Maximum Stats): OR
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* Exalted Scroll (+10 Maximum Stats): OR
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* Mythical Scroll (+15 Maximum Stats): OR
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* Legendary Scroll (+20 Maximum Stats): OR
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* Ultimate Scroll (+25 Maximum Stats):
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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 =>
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$"<basefont color=#FFFFFF>Power Scroll ({((int)Value - 225 >= 0 ? "+" : "")}{(int)Value - 225} Maximum Stats):</basefont>";
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public override void AddNameProperty(ObjectPropertyList list)
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{
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int level = ((int)Value - 230) / 5;
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if (level >= 0 && level <= 4 && (int)Value % 5 == 0)
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list.Add(1049463 + level, "#1049476");
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/* a wonderous scroll of ~1_type~ (+5 Maximum Stats) OR
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* an exalted scroll of ~1_type~ (+10 Maximum Stats) OR
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* a mythical scroll of ~1_type~ (+15 Maximum Stats) OR
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* a legendary scroll of ~1_type~ (+20 Maximum Stats) OR
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* an ultimate scroll of ~1_type~ (+25 Maximum Stats)
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*/
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else
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list.Add("a scroll of power ({0}{1} Maximum Stats)", Value - 225 >= 0 ? "+" : "", Value - 225);
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}
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public override void OnSingleClick(Mobile from)
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{
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int level = ((int)Value - 230) / 5;
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if (level >= 0 && level <= 4 && (int)Value % 5 == 0)
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LabelTo(from, 1049463 + level, "#1049476");
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else
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LabelTo(from, "a scroll of power ({0}{1} Maximum Stats)", Value - 225 >= 0 ? "+" : "", Value - 225);
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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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int newValue = (int)Value;
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if (from is PlayerMobile mobile && mobile.HasStatReward)
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newValue += 5;
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if (from.StatCap >= newValue)
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{
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from.SendLocalizedMessage(1049510); // Your stats are 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(1049512); // You feel a surge of magic as the scroll enhances your powers!
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if (from is PlayerMobile mobile && mobile.HasStatReward)
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mobile.StatCap = (int)Value + 5;
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else
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from.StatCap = (int)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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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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