* 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
279 lines
7.3 KiB
C#
279 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Spells;
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namespace Server.Mobiles
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{
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public class SavageShaman : BaseCreature
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{
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[Constructible]
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public SavageShaman() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Name = NameList.RandomName("savage shaman");
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if (Utility.RandomBool())
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Body = 184;
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else
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Body = 183;
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SetStr(126, 145);
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SetDex(91, 110);
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SetInt(161, 185);
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SetDamage(4, 10);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 30, 40);
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SetResistance(ResistanceType.Fire, 20, 30);
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SetResistance(ResistanceType.Cold, 20, 30);
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SetResistance(ResistanceType.Poison, 20, 30);
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SetResistance(ResistanceType.Energy, 40, 50);
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SetSkill(SkillName.EvalInt, 77.5, 100.0);
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SetSkill(SkillName.Fencing, 62.5, 85.0);
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SetSkill(SkillName.Macing, 62.5, 85.0);
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SetSkill(SkillName.Magery, 72.5, 95.0);
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SetSkill(SkillName.Meditation, 77.5, 100.0);
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SetSkill(SkillName.MagicResist, 77.5, 100.0);
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SetSkill(SkillName.Swords, 62.5, 85.0);
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SetSkill(SkillName.Tactics, 62.5, 85.0);
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SetSkill(SkillName.Wrestling, 62.5, 85.0);
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Fame = 1000;
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Karma = -1000;
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PackReg(10, 15);
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PackItem(new Bandage(Utility.RandomMinMax(1, 15)));
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if (0.1 > Utility.RandomDouble())
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PackItem(new TribalBerry());
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AddItem(new BoneArms());
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AddItem(new BoneLegs());
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AddItem(new DeerMask());
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}
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public SavageShaman(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a savage corpse";
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public override int Meat => 1;
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public override bool AlwaysMurderer => true;
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public override bool ShowFameTitle => false;
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public override OppositionGroup OppositionGroup => OppositionGroup.SavagesAndOrcs;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Average);
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}
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public override bool IsEnemy(Mobile m)
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{
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if (m.BodyMod == 183 || m.BodyMod == 184)
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return false;
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return base.IsEnemy(m);
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}
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public override void AggressiveAction(Mobile aggressor, bool criminal)
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{
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base.AggressiveAction(aggressor, criminal);
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if (aggressor.BodyMod == 183 || aggressor.BodyMod == 184)
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{
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AOS.Damage(aggressor, 50, 0, 100, 0, 0, 0);
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aggressor.BodyMod = 0;
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aggressor.HueMod = -1;
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aggressor.FixedParticles(0x36BD, 20, 10, 5044, EffectLayer.Head);
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aggressor.PlaySound(0x307);
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aggressor.SendLocalizedMessage(1040008); // Your skin is scorched as the tribal paint burns away!
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if (aggressor is PlayerMobile mobile)
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mobile.SavagePaintExpiration = TimeSpan.Zero;
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}
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}
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public override void AlterMeleeDamageTo(Mobile to, ref int damage)
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{
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if (to is Dragon || to is WhiteWyrm || to is SwampDragon || to is Drake || to is Nightmare || to is Hiryu ||
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to is LesserHiryu || to is Daemon)
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damage *= 3;
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}
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public override void OnGotMeleeAttack(Mobile attacker)
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{
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base.OnGotMeleeAttack(attacker);
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if (0.1 > Utility.RandomDouble())
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BeginSavageDance();
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}
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public void BeginSavageDance()
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{
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if (Map == null)
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return;
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List<SavageShaman> list = new List<SavageShaman>();
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foreach (Mobile m in GetMobilesInRange(8))
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if (m != this && m is SavageShaman ss)
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list.Add(ss);
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Animate(111, 5, 1, true, false, 0); // Do a little dance...
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if (AIObject != null)
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AIObject.NextMove = Core.TickCount + 1000;
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if (list.Count >= 3)
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{
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for (int i = 0; i < list.Count; ++i)
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{
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SavageShaman dancer = list[i];
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dancer.Animate(111, 5, 1, true, false, 0); // Get down tonight...
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if (dancer.AIObject != null)
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dancer.AIObject.NextMove = Core.TickCount + 1000;
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}
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Timer.DelayCall(TimeSpan.FromSeconds(1.0), EndSavageDance);
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}
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}
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public void EndSavageDance()
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{
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if (Deleted)
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return;
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IPooledEnumerable<Mobile> eable = GetMobilesInRange(8);
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switch (Utility.Random(3))
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{
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case 0: /* greater heal */
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{
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foreach (Mobile m in eable)
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{
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bool isFriendly = m is Savage || m is SavageRider || m is SavageShaman || m is SavageRidgeback;
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if (!isFriendly)
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continue;
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if (m.Poisoned || MortalStrike.IsWounded(m) || !CanBeBeneficial(m))
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continue;
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DoBeneficial(m);
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// Algorithm: (40% of magery) + (1-10)
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int toHeal = (int)(Skills.Magery.Value * 0.4);
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toHeal += Utility.Random(1, 10);
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m.Heal(toHeal, this);
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m.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist);
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m.PlaySound(0x202);
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}
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break;
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}
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case 1: /* lightning */
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{
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foreach (Mobile m in eable)
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{
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bool isFriendly = m is Savage || m is SavageRider || m is SavageShaman || m is SavageRidgeback;
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if (isFriendly)
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continue;
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if (!CanBeHarmful(m))
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continue;
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DoHarmful(m);
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double damage;
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if (Core.AOS)
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{
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int baseDamage = 6 + (int)(Skills.EvalInt.Value / 5.0);
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damage = Utility.RandomMinMax(baseDamage, baseDamage + 3);
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}
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else
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{
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damage = Utility.Random(12, 9);
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}
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m.BoltEffect();
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SpellHelper.Damage(TimeSpan.FromSeconds(0.25), m, this, damage, 0, 0, 0, 0, 100);
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}
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break;
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}
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case 2: /* poison */
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{
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foreach (Mobile m in eable)
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{
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bool isFriendly = m is Savage || m is SavageRider || m is SavageShaman || m is SavageRidgeback;
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if (isFriendly)
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continue;
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if (!CanBeHarmful(m))
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continue;
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DoHarmful(m);
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m.Spell?.OnCasterHurt();
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m.Paralyzed = false;
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double total = Skills.Magery.Value + Skills.Poisoning.Value;
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double dist = GetDistanceToSqrt(m);
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if (dist >= 3.0)
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total -= (dist - 3.0) * 10.0;
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int level;
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if (total >= 200.0 && Utility.Random(1, 100) <= 10)
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level = 3;
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else if (total > 170.0)
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level = 2;
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else if (total > 130.0)
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level = 1;
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else
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level = 0;
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m.ApplyPoison(this, Poison.GetPoison(level));
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m.FixedParticles(0x374A, 10, 15, 5021, EffectLayer.Waist);
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m.PlaySound(0x474);
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}
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break;
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}
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}
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eable.Free();
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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);
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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 = reader.ReadInt();
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}
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}
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}
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