* 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
128 lines
No EOL
3.3 KiB
C#
128 lines
No EOL
3.3 KiB
C#
using Server.Items;
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namespace Server.Mobiles
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{
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public class KhaldunSummoner : BaseCreature
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{
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[Constructible]
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public KhaldunSummoner() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 0x190;
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Title = "the Summoner";
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SetStr(351, 400);
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SetDex(101, 150);
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SetInt(502, 700);
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SetHits(421, 480);
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SetDamage(5, 15);
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SetDamageType(ResistanceType.Physical, 75);
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SetDamageType(ResistanceType.Cold, 25);
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SetResistance(ResistanceType.Physical, 35, 40);
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SetResistance(ResistanceType.Fire, 25, 30);
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SetResistance(ResistanceType.Cold, 50, 60);
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SetResistance(ResistanceType.Poison, 25, 35);
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SetResistance(ResistanceType.Energy, 25, 35);
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SetSkill(SkillName.Wrestling, 90.1, 100.0);
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SetSkill(SkillName.Tactics, 90.1, 100.0);
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SetSkill(SkillName.MagicResist, 90.1, 100.0);
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SetSkill(SkillName.Magery, 90.1, 100.0);
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SetSkill(SkillName.EvalInt, 100.0);
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SetSkill(SkillName.Meditation, 120.1, 130.0);
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VirtualArmor = 36;
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Fame = 10000;
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Karma = -10000;
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LeatherGloves gloves = new LeatherGloves();
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gloves.Hue = 0x66D;
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AddItem(gloves);
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BoneHelm helm = new BoneHelm();
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helm.Hue = 0x835;
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AddItem(helm);
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Necklace necklace = new Necklace();
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necklace.Hue = 0x66D;
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AddItem(necklace);
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Cloak cloak = new Cloak();
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cloak.Hue = 0x66D;
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AddItem(cloak);
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Kilt kilt = new Kilt();
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kilt.Hue = 0x66D;
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AddItem(kilt);
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Sandals sandals = new Sandals();
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sandals.Hue = 0x66D;
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AddItem(sandals);
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}
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public KhaldunSummoner(Serial serial) : base(serial)
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{
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}
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public override bool ClickTitle => false;
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public override bool ShowFameTitle => false;
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public override string DefaultName => "Zealot of Khaldun";
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public override bool AlwaysMurderer => true;
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public override bool Unprovokable => true;
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public override int GetIdleSound() => 0x184;
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public override int GetAngerSound() => 0x286;
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public override int GetDeathSound() => 0x288;
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public override int GetHurtSound() => 0x19F;
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public override bool OnBeforeDeath()
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{
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BoneMagi rm = new BoneMagi();
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rm.Team = Team;
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rm.Combatant = Combatant;
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rm.NoKillAwards = true;
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if (rm.Backpack == null)
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{
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Backpack pack = new Backpack();
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pack.Movable = false;
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rm.AddItem(pack);
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}
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for (int i = 0; i < 2; i++)
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{
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LootPack.FilthyRich.Generate(this, rm.Backpack, true, LootPack.GetLuckChanceForKiller(this));
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LootPack.FilthyRich.Generate(this, rm.Backpack, false, LootPack.GetLuckChanceForKiller(this));
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}
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Effects.PlaySound(this, Map, GetDeathSound());
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Effects.SendLocationEffect(Location, Map, 0x3709, 30, 10, 0x835);
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rm.MoveToWorld(Location, Map);
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Delete();
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return false;
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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 = reader.ReadInt();
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}
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}
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} |