* 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
142 lines
3.7 KiB
C#
142 lines
3.7 KiB
C#
using System;
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using Server.Engines.CannedEvil;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class Semidar : BaseChampion
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{
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[Constructible]
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public Semidar() : base(AIType.AI_Mage)
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{
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Body = 174;
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BaseSoundID = 0x4B0;
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SetStr(502, 600);
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SetDex(102, 200);
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SetInt(601, 750);
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SetHits(1500);
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SetStam(103, 250);
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SetDamage(29, 35);
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SetDamageType(ResistanceType.Physical, 75);
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SetDamageType(ResistanceType.Fire, 25);
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SetResistance(ResistanceType.Physical, 20, 30);
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SetResistance(ResistanceType.Fire, 50, 60);
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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, 10, 20);
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SetSkill(SkillName.EvalInt, 95.1, 100.0);
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SetSkill(SkillName.Magery, 90.1, 105.0);
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SetSkill(SkillName.Meditation, 95.1, 100.0);
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SetSkill(SkillName.MagicResist, 120.2, 140.0);
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SetSkill(SkillName.Tactics, 90.1, 105.0);
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SetSkill(SkillName.Wrestling, 90.1, 105.0);
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Fame = 24000;
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Karma = -24000;
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VirtualArmor = 20;
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}
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public Semidar(Serial serial) : base(serial)
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{
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}
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public override ChampionSkullType SkullType => ChampionSkullType.Pain;
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public override Type[] UniqueList => new[] { typeof(GladiatorsCollar) };
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public override Type[] SharedList => new[]
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{ typeof(RoyalGuardSurvivalKnife), typeof(ANecromancerShroud), typeof(LieutenantOfTheBritannianRoyalGuard) };
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public override Type[] DecorativeList => new[] { typeof(LavaTile), typeof(DemonSkull) };
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public override MonsterStatuetteType[] StatueTypes => new MonsterStatuetteType[] { };
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public override string DefaultName => "Semidar";
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public override bool Unprovokable => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 4);
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AddLoot(LootPack.FilthyRich);
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}
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public override void CheckReflect(Mobile caster, ref bool reflect)
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{
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reflect |= caster.Body.IsMale; // Always reflect if caster isn't female
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}
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public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
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{
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if (caster.Body.IsMale)
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scalar = 20; // Male bodies always reflect.. damage scaled 20x
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}
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public void DrainLife()
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{
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if (Map == null)
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return;
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IPooledEnumerable<Mobile> eable = GetMobilesInRange<Mobile>(2);
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foreach (Mobile m in eable)
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{
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if (m == this || !(CanBeHarmful(m) || m.Player && m.Alive))
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continue;
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if (!(m is BaseCreature bc) || !(bc.Controlled || bc.Summoned || bc.Team != Team))
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continue;
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DoHarmful(m);
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m.FixedParticles(0x374A, 10, 15, 5013, 0x496, 0, EffectLayer.Waist);
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m.PlaySound(0x231);
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m.SendMessage("You feel the life drain out of you!");
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int toDrain = Utility.RandomMinMax(10, 40);
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Hits += toDrain;
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m.Damage(toDrain, this);
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}
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eable.Free();
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}
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public override void OnGaveMeleeAttack(Mobile defender)
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{
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base.OnGaveMeleeAttack(defender);
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if (0.25 >= Utility.RandomDouble())
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DrainLife();
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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 (0.25 >= Utility.RandomDouble())
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DrainLife();
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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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