* Now reads Prof.txt to get the professions * The templated professions are based on profession `TrueName` * Adds missing starting equipment * Implements gargish starting equipment * Consolidates some of the code * Moves TC stuff to the TC file. * Fixes some starting equipment that was wrong. Note: * Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank. * Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
161 lines
5.4 KiB
C#
161 lines
5.4 KiB
C#
using System;
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using Server.Engines.CannedEvil;
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using Server.Mobiles;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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[Flippable(0xE81, 0xE82)]
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[Serializable(0, false)]
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public partial class ShepherdsCrook : BaseStaff
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{
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[Constructible]
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public ShepherdsCrook() : base(0xE81) => Weight = 4.0;
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public override WeaponAbility PrimaryAbility => WeaponAbility.CrushingBlow;
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public override WeaponAbility SecondaryAbility => WeaponAbility.Disarm;
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public override int AosStrengthReq => 20;
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public override int AosMinDamage => 13;
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public override int AosMaxDamage => 15;
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public override int AosSpeed => 40;
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public override float MlSpeed => 2.75f;
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public override int OldStrengthReq => 10;
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public override int OldMinDamage => 3;
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public override int OldMaxDamage => 12;
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public override int OldSpeed => 30;
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public override int InitMinHits => 31;
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public override int InitMaxHits => 50;
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public override void OnDoubleClick(Mobile from)
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{
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from.SendLocalizedMessage(502464); // Target the animal you wish to herd.
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from.Target = new HerdingTarget();
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}
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private class HerdingTarget : Target
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{
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private static readonly Type[] m_ChampTamables =
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{
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typeof(StrongMongbat), typeof(Imp), typeof(Scorpion), typeof(GiantSpider),
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typeof(Snake), typeof(LavaLizard), typeof(Drake), typeof(Dragon),
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typeof(Kirin), typeof(Unicorn), typeof(GiantRat), typeof(Slime),
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typeof(DireWolf), typeof(HellHound), typeof(DeathwatchBeetle),
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typeof(LesserHiryu), typeof(Hiryu)
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};
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public HerdingTarget() : base(10, false, TargetFlags.None)
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{
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}
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protected override void OnTarget(Mobile from, object targ)
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{
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if (targ is not BaseCreature bc)
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{
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from.SendLocalizedMessage(502472); // You don't seem to be able to persuade that to move.
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return;
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}
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if (!IsHerdable(bc))
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{
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from.SendLocalizedMessage(502468); // That is not a herdable animal.
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return;
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}
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if (bc.Controlled)
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{
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bc.PrivateOverheadMessage(
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MessageType.Regular,
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0x3B2,
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502467, // That animal looks tame already.
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from.NetState
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);
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}
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else
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{
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from.SendLocalizedMessage(502475); // Click where you wish the animal to go.
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from.Target = new InternalTarget(bc);
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}
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}
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private bool IsHerdable(BaseCreature bc)
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{
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if (bc.IsParagon)
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{
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return false;
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}
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if (bc.Tamable)
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{
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return true;
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}
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var map = bc.Map;
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if (Region.Find(bc.Home, map) is ChampionSpawnRegion region)
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{
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var spawn = region.Spawn;
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if (spawn?.IsChampionSpawn(bc) == true)
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{
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var t = bc.GetType();
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foreach (var type in m_ChampTamables)
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{
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if (type == t)
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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private class InternalTarget : Target
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{
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private readonly BaseCreature m_Creature;
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public InternalTarget(BaseCreature c) : base(10, true, TargetFlags.None) => m_Creature = c;
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protected override void OnTarget(Mobile from, object targ)
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{
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if (targ is IPoint2D p)
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{
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var min = m_Creature.MinTameSkill - 30;
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var max = m_Creature.MinTameSkill + 30 + Utility.Random(10);
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if (max <= from.Skills.Herding.Value)
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{
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m_Creature.PrivateOverheadMessage(
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MessageType.Regular,
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0x3B2,
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502471, // That wasn't even challenging.
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from.NetState
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);
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}
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if (from.CheckTargetSkill(SkillName.Herding, m_Creature, min, max))
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{
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if (p != from)
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{
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p = new Point2D(p.X, p.Y);
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}
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m_Creature.TargetLocation = p;
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from.SendLocalizedMessage(502479); // The animal walks where it was instructed to.
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}
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else
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{
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from.SendLocalizedMessage(502472); // You don't seem to be able to persuade that to move.
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}
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}
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}
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}
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}
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}
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}
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