* 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
151 lines
4.6 KiB
C#
151 lines
4.6 KiB
C#
using System.Collections.Generic;
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namespace Server.Spells.First
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{
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public class ReactiveArmorSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Reactive Armor", "Flam Sanct",
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236,
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9011,
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Reagent.Garlic,
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Reagent.SpidersSilk,
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Reagent.SulfurousAsh
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);
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private static Dictionary<Mobile, ResistanceMod[]> m_Table = new Dictionary<Mobile, ResistanceMod[]>();
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public ReactiveArmorSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
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{
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}
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public override SpellCircle Circle => SpellCircle.First;
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public override bool CheckCast()
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{
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if (Core.AOS)
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return true;
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if (Caster.MeleeDamageAbsorb > 0)
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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return false;
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}
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if (!Caster.CanBeginAction<DefensiveSpell>())
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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return false;
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}
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return true;
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}
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public override void OnCast()
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{
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if (Core.AOS)
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{
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/* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
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* 15 + (Inscription/20) Physcial bonus
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* -5 Elemental
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* The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on<6F>even after logging out, even after dying<6E>until you <20>turn them off<66> by casting them again.
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* (+20 physical -5 elemental at 100 Inscription)
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*/
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if (CheckSequence())
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{
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Mobile targ = Caster;
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if (!m_Table.TryGetValue(targ, out ResistanceMod[] mods))
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{
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targ.PlaySound(0x1E9);
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targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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mods = new []
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{
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new ResistanceMod(ResistanceType.Physical,
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15 + (int)(targ.Skills.Inscribe.Value / 20)),
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new ResistanceMod(ResistanceType.Fire, -5),
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new ResistanceMod(ResistanceType.Cold, -5),
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new ResistanceMod(ResistanceType.Poison, -5),
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new ResistanceMod(ResistanceType.Energy, -5)
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};
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m_Table[targ] = mods;
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for (int i = 0; i < mods.Length; ++i)
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targ.AddResistanceMod(mods[i]);
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int physresist = 15 + (int)(targ.Skills.Inscribe.Value / 20);
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string args = $"{physresist}\t{5}\t{5}\t{5}\t{5}";
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BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, args));
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}
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else
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{
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targ.PlaySound(0x1ED);
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targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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m_Table.Remove(targ);
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for (int i = 0; i < mods.Length; ++i)
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targ.RemoveResistanceMod(mods[i]);
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BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor);
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}
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}
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FinishSequence();
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}
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else
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{
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if (Caster.MeleeDamageAbsorb > 0)
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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}
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else if (!Caster.CanBeginAction<DefensiveSpell>())
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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else if (CheckSequence())
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{
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if (Caster.BeginAction<DefensiveSpell>())
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{
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int value = (int)(Caster.Skills.Magery.Value + Caster.Skills.Meditation.Value +
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Caster.Skills.Inscribe.Value);
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value /= 3;
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if (value < 0)
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value = 1;
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else if (value > 75)
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value = 75;
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Caster.MeleeDamageAbsorb = value;
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Caster.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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Caster.PlaySound(0x1F2);
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}
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else
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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}
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FinishSequence();
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}
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}
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public static void EndArmor(Mobile m)
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{
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if (!m_Table.TryGetValue(m, out ResistanceMod[] mods))
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return;
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for (int i = 0; i < mods?.Length; ++i)
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m.RemoveResistanceMod(mods[i]);
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m_Table.Remove(m);
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BuffInfo.RemoveBuff(m, BuffIcon.ReactiveArmor);
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}
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}
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}
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