* 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
261 lines
8.6 KiB
C#
261 lines
8.6 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.Mobiles;
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using Server.Targeting;
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namespace Server.SkillHandlers
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{
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public class Discordance
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{
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private static Dictionary<Mobile, DiscordanceInfo> m_Table = new Dictionary<Mobile, DiscordanceInfo>();
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public static void Initialize()
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{
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SkillInfo.Table[(int)SkillName.Discordance].Callback = OnUse;
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}
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public static TimeSpan OnUse(Mobile m)
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{
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m.RevealingAction();
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BaseInstrument.PickInstrument(m, OnPickedInstrument);
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return TimeSpan.FromSeconds(1.0); // Cannot use another skill for 1 second
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}
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public static void OnPickedInstrument(Mobile from, BaseInstrument instrument)
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{
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from.RevealingAction();
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from.SendLocalizedMessage(1049541); // Choose the target for your song of discordance.
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from.Target = new DiscordanceTarget(from, instrument);
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from.NextSkillTime = Core.TickCount + 6000;
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}
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public static bool GetEffect(Mobile targ, ref int effect)
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{
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if (!m_Table.TryGetValue(targ, out DiscordanceInfo info))
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return false;
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effect = info.m_Effect;
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return true;
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}
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private static void ProcessDiscordance(DiscordanceInfo info)
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{
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Mobile from = info.m_From;
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Mobile targ = info.m_Creature;
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bool ends = false;
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// According to uoherald bard must remain alive, visible, and
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// within range of the target or the effect ends in 15 seconds.
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if (!targ.Alive || targ.Deleted || !from.Alive || from.Hidden)
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ends = true;
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else
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{
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int range = (int)targ.GetDistanceToSqrt(from);
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int maxRange = BaseInstrument.GetBardRange(from, SkillName.Discordance);
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ends |= from.Map != targ.Map || range > maxRange;
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}
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if (ends && info.m_Ending && info.m_EndTime < DateTime.UtcNow)
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{
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info.m_Timer?.Stop();
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info.Clear();
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m_Table.Remove(targ);
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}
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else
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{
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if (ends && !info.m_Ending)
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{
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info.m_Ending = true;
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info.m_EndTime = DateTime.UtcNow + TimeSpan.FromSeconds(15);
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}
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else if (!ends)
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{
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info.m_Ending = false;
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info.m_EndTime = DateTime.UtcNow;
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}
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targ.FixedEffect(0x376A, 1, 32);
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}
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}
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private class DiscordanceInfo
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{
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public Mobile m_Creature;
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public int m_Effect;
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public bool m_Ending;
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public DateTime m_EndTime;
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public Mobile m_From;
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public List<object> m_Mods;
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public Timer m_Timer;
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public DiscordanceInfo(Mobile from, Mobile creature, int effect, List<object> mods)
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{
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m_From = from;
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m_Creature = creature;
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m_EndTime = DateTime.UtcNow;
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m_Ending = false;
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m_Effect = effect;
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m_Mods = mods;
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Apply();
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}
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public void Apply()
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{
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for (int i = 0; i < m_Mods.Count; ++i)
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{
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object mod = m_Mods[i];
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if (mod is ResistanceMod resistanceMod)
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m_Creature.AddResistanceMod(resistanceMod);
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else if (mod is StatMod statMod)
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m_Creature.AddStatMod(statMod);
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else if (mod is SkillMod skillMod)
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m_Creature.AddSkillMod(skillMod);
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}
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}
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public void Clear()
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{
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for (int i = 0; i < m_Mods.Count; ++i)
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{
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object mod = m_Mods[i];
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if (mod is ResistanceMod resistanceMod)
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m_Creature.RemoveResistanceMod(resistanceMod);
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else if (mod is StatMod statMod)
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m_Creature.RemoveStatMod(statMod.Name);
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else if (mod is SkillMod skillMod)
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m_Creature.RemoveSkillMod(skillMod);
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}
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}
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}
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public class DiscordanceTarget : Target
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{
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private BaseInstrument m_Instrument;
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public DiscordanceTarget(Mobile from, BaseInstrument inst) : base(
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BaseInstrument.GetBardRange(from, SkillName.Discordance), false, TargetFlags.None) =>
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m_Instrument = inst;
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protected override void OnTarget(Mobile from, object target)
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{
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from.RevealingAction();
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from.NextSkillTime = Core.TickCount + 1000;
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if (!m_Instrument.IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(
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1062488); // The instrument you are trying to play is no longer in your backpack!
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}
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else if (target is Mobile targ)
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{
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if (targ == from || targ is BaseCreature bc &&
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(bc.BardImmune || !from.CanBeHarmful(bc, false)) &&
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bc.ControlMaster != from)
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{
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from.SendLocalizedMessage(1049535); // A song of discord would have no effect on that.
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}
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else if (m_Table.ContainsKey(targ)) //Already discorded
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{
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from.SendLocalizedMessage(1049537); // Your target is already in discord.
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}
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else if (!targ.Player)
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{
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double diff = m_Instrument.GetDifficultyFor(targ) - 10.0;
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double music = from.Skills.Musicianship.Value;
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if (music > 100.0)
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diff -= (music - 100.0) * 0.5;
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if (!BaseInstrument.CheckMusicianship(from))
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{
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from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
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m_Instrument.PlayInstrumentBadly(from);
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m_Instrument.ConsumeUse(from);
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}
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else if (from.CheckTargetSkill(SkillName.Discordance, targ, diff - 25.0, diff + 25.0))
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{
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from.SendLocalizedMessage(1049539); // You play the song surpressing your targets strength
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m_Instrument.PlayInstrumentWell(from);
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m_Instrument.ConsumeUse(from);
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List<object> mods = new List<object>();
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int effect;
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double scalar;
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if (Core.AOS)
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{
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double discord = from.Skills.Discordance.Value;
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if (discord > 100.0)
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effect = -20 + (int)((discord - 100.0) / -2.5);
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else
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effect = (int)(discord / -5.0);
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if (Core.SE && BaseInstrument.GetBaseDifficulty(targ) >= 160.0)
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effect /= 2;
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scalar = effect * 0.01;
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mods.Add(new ResistanceMod(ResistanceType.Physical, effect));
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mods.Add(new ResistanceMod(ResistanceType.Fire, effect));
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mods.Add(new ResistanceMod(ResistanceType.Cold, effect));
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mods.Add(new ResistanceMod(ResistanceType.Poison, effect));
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mods.Add(new ResistanceMod(ResistanceType.Energy, effect));
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for (int i = 0; i < targ.Skills.Length; ++i)
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if (targ.Skills[i].Value > 0)
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mods.Add(new DefaultSkillMod((SkillName)i, true, targ.Skills[i].Value * scalar));
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}
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else
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{
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effect = (int)(from.Skills.Discordance.Value / -5.0);
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scalar = effect * 0.01;
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mods.Add(new StatMod(StatType.Str, "DiscordanceStr", (int)(targ.RawStr * scalar),
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TimeSpan.Zero));
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mods.Add(new StatMod(StatType.Int, "DiscordanceInt", (int)(targ.RawInt * scalar),
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TimeSpan.Zero));
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mods.Add(new StatMod(StatType.Dex, "DiscordanceDex", (int)(targ.RawDex * scalar),
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TimeSpan.Zero));
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for (int i = 0; i < targ.Skills.Length; ++i)
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if (targ.Skills[i].Value > 0)
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mods.Add(new DefaultSkillMod((SkillName)i, true, targ.Skills[i].Value * scalar));
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}
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DiscordanceInfo info = new DiscordanceInfo(from, targ, Math.Abs(effect), mods);
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info.m_Timer = Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromSeconds(1.25), ProcessDiscordance,
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info);
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m_Table[targ] = info;
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}
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else
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{
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from.SendLocalizedMessage(1049540); // You fail to disrupt your target
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m_Instrument.PlayInstrumentBadly(from);
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m_Instrument.ConsumeUse(from);
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}
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from.NextSkillTime = Core.TickCount + 12000;
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}
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else
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{
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m_Instrument.PlayInstrumentBadly(from);
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}
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}
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else
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{
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from.SendLocalizedMessage(1049535); // A song of discord would have no effect on that.
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}
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}
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}
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}
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}
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