* 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
143 lines
3.8 KiB
C#
143 lines
3.8 KiB
C#
using Server.Engines.Plants;
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using Server.Items;
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namespace Server.Mobiles
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{
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[TypeAlias("Server.Mobiles.DeathWatchBeetle")]
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public class DeathwatchBeetle : BaseCreature
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{
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[Constructible]
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public DeathwatchBeetle() : base(AIType.AI_Melee, Core.ML ? FightMode.Aggressor : FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 242;
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SetStr(136, 160);
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SetDex(41, 52);
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SetInt(31, 40);
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SetHits(121, 145);
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SetMana(20);
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SetDamage(5, 10);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 35, 40);
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SetResistance(ResistanceType.Fire, 15, 30);
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SetResistance(ResistanceType.Cold, 15, 30);
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SetResistance(ResistanceType.Poison, 50, 80);
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SetResistance(ResistanceType.Energy, 20, 35);
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SetSkill(SkillName.MagicResist, 50.1, 58.0);
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SetSkill(SkillName.Tactics, 67.1, 77.0);
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SetSkill(SkillName.Wrestling, 50.1, 60.0);
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SetSkill(SkillName.Anatomy, 30.1, 34.0);
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Fame = 1400;
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Karma = -1400;
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switch (Utility.Random(12))
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{
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case 0:
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PackItem(new LeatherGorget());
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break;
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case 1:
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PackItem(new LeatherGloves());
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break;
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case 2:
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PackItem(new LeatherArms());
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break;
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case 3:
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PackItem(new LeatherLegs());
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break;
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case 4:
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PackItem(new LeatherCap());
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break;
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case 5:
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PackItem(new LeatherChest());
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break;
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}
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if (Utility.RandomDouble() < .5)
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PackItem(Seed.RandomBonsaiSeed());
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Tamable = true;
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MinTameSkill = 41.1;
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ControlSlots = 1;
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}
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public DeathwatchBeetle(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a deathwatchbeetle corpse";
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public override string DefaultName => "a deathwatch beetle";
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public override int Hides => 8;
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public override WeaponAbility GetWeaponAbility() => WeaponAbility.CrushingBlow;
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public override int GetAngerSound() => 0x4F3;
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public override int GetIdleSound() => 0x4F2;
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public override int GetAttackSound() => 0x4F1;
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public override int GetHurtSound() => 0x4F4;
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public override int GetDeathSound() => 0x4F0;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.LowScrolls, 1);
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AddLoot(LootPack.Potions, 1);
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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 (Utility.RandomBool() && Mana > 14 && to != null)
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{
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damage += damage / 2;
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to.SendLocalizedMessage(1060091); // You take extra damage from the crushing attack!
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to.PlaySound(0x1E1);
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to.FixedParticles(0x377A, 1, 32, 0x26da, 0, 0, 0);
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Mana -= 15;
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}
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}
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public override void OnDamage(int amount, Mobile from, bool willKill)
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{
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Mobile combatant = Combatant;
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if (combatant?.Deleted != false || combatant.Map != Map || !InRange(combatant, 12) ||
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!CanBeHarmful(combatant) || !InLOS(combatant))
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return;
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if (Utility.Random(10) == 0)
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PoisonAttack(combatant);
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base.OnDamage(amount, from, willKill);
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}
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public void PoisonAttack(Mobile m)
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{
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DoHarmful(m);
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MovingParticles(m, 0x36D4, 1, 0, false, false, 0x3F, 0, 0x1F73, 1, 0, (EffectLayer)255, 0x100);
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m.ApplyPoison(this, Poison.Regular);
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m.SendLocalizedMessage(1070821, Name); // %s spits a poisonous substance at you!
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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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