ModernUO/Projects/Scripts/Spells/Chivalry/NobleSacrifice.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

163 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using Server.Gumps;
using Server.Mobiles;
using Server.Spells.Necromancy;
namespace Server.Spells.Chivalry
{
public class NobleSacrificeSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Noble Sacrifice", "Dium Prostra",
-1,
9002
);
public NobleSacrificeSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
public override double RequiredSkill => 65.0;
public override int RequiredMana => 20;
public override int RequiredTithing => 30;
public override int MantraNumber => 1060725; // Dium Prostra
public override bool BlocksMovement => false;
public override void OnCast()
{
if (CheckSequence())
{
List<Mobile> targets = new List<Mobile>();
foreach (Mobile m in Caster.GetMobilesInRange(3)) // TODO: Validate range
{
if (m is BaseCreature creature && creature.IsAnimatedDead)
continue;
if (Caster != m && m.InLOS(Caster) && Caster.CanBeBeneficial(m, false, true) && !(m is Golem))
targets.Add(m);
}
Caster.PlaySound(0x244);
Caster.FixedParticles(0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist);
Caster.FixedParticles(0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist);
/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
* If any target is successfully assisted, the Paladin's current
* Hit Points, Mana and Stamina are set to 1.
* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
*/
bool sacrifice = false;
// TODO: Is there really a resurrection chance?
double resChance = 0.1 + 0.9 * Caster.Karma / 10000.0d;
for (int i = 0; i < targets.Count; ++i)
{
Mobile m = targets[i];
if (!m.Alive)
{
if (m.Region?.IsPartOf("Khaldun") == true)
{
Caster.SendLocalizedMessage(
1010395); // The veil of death in this area is too strong and resists thy efforts to restore life.
}
else if (resChance > Utility.RandomDouble())
{
m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
m.CloseGump<ResurrectGump>();
m.SendGump(new ResurrectGump(m, Caster));
sacrifice = true;
}
}
else
{
bool sendEffect = false;
if (m.Poisoned && m.CurePoison(Caster))
{
Caster.DoBeneficial(m);
if (Caster != m)
Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
m.SendLocalizedMessage(1010059); // You have been cured of all poisons.
sendEffect = true;
sacrifice = true;
}
if (m.Hits < m.HitsMax)
{
int toHeal = ComputePowerValue(10) + Utility.RandomMinMax(0, 2);
// TODO: Should caps be applied?
if (toHeal < 8)
toHeal = 8;
else if (toHeal > 24)
toHeal = 24;
Caster.DoBeneficial(m);
m.Heal(toHeal, Caster);
sendEffect = true;
}
StatMod mod;
mod = m.GetStatMod("[Magic] Str Offset");
if (mod?.Offset < 0)
{
m.RemoveStatMod("[Magic] Str Offset");
sendEffect = true;
}
mod = m.GetStatMod("[Magic] Dex Offset");
if (mod?.Offset < 0)
{
m.RemoveStatMod("[Magic] Dex Offset");
sendEffect = true;
}
mod = m.GetStatMod("[Magic] Int Offset");
if (mod?.Offset < 0)
{
m.RemoveStatMod("[Magic] Int Offset");
sendEffect = true;
}
if (m.Paralyzed)
{
m.Paralyzed = false;
sendEffect = true;
}
// TODO: Should this remove blood oath? Pain spike?
sendEffect |= EvilOmenSpell.TryEndEffect(m);
sendEffect |= StrangleSpell.RemoveCurse(m);
sendEffect |= CorpseSkinSpell.RemoveCurse(m);
if (sendEffect)
{
m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
sacrifice = true;
}
}
}
if (sacrifice)
{
Caster.PlaySound(Caster.Body.IsFemale ? 0x150 : 0x423);
Caster.Hits = 1;
Caster.Stam = 1;
Caster.Mana = 1;
}
}
FinishSequence();
}
}
}