- [X] Changes effect packets - [X] Updates playing sounds - [X] Updates Effects class to have more options so there are less direct calls to building the packets - [X] Changes bonding status packet
392 lines
11 KiB
C#
392 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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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 abstract class BaseChampion : BaseCreature
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{
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public BaseChampion(AIType aiType, FightMode mode = FightMode.Closest) : base(aiType, mode, 18, 1, 0.1, 0.2)
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{
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}
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public BaseChampion(Serial serial) : base(serial)
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{
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}
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public override bool CanMoveOverObstacles => true;
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public override bool CanDestroyObstacles => true;
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public abstract ChampionSkullType SkullType { get; }
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public abstract Type[] UniqueList { get; }
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public abstract Type[] SharedList { get; }
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public abstract Type[] DecorativeList { get; }
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public abstract MonsterStatuetteType[] StatueTypes { get; }
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public virtual bool NoGoodies => false;
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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public Item GetArtifact()
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{
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var random = Utility.RandomDouble();
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if (random <= 0.05)
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{
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return CreateArtifact(UniqueList);
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}
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if (random <= 0.15)
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{
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return CreateArtifact(SharedList);
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}
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if (random <= 0.30)
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{
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return CreateArtifact(DecorativeList);
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}
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return null;
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}
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public Item CreateArtifact(Type[] list)
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{
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if (list.Length == 0)
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{
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return null;
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}
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var type = list.RandomElement();
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var artifact = Loot.Construct(type);
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if (StatueTypes.Length > 0 && artifact is MonsterStatuette statuette)
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{
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statuette.Type = StatueTypes.RandomElement();
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statuette.LootType = LootType.Regular;
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}
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return artifact;
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}
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private PowerScroll CreateRandomPowerScroll()
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{
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int level;
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var random = Utility.RandomDouble();
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if (random <= 0.05)
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{
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level = 20;
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}
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else if (random <= 0.4)
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{
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level = 15;
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}
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else
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{
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level = 10;
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}
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return PowerScroll.CreateRandomNoCraft(level, level);
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}
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public void GivePowerScrolls()
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{
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if (Map != Map.Felucca)
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{
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return;
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}
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var toGive = new List<Mobile>();
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var rights = GetLootingRights(DamageEntries, HitsMax);
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for (var i = rights.Count - 1; i >= 0; --i)
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{
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var ds = rights[i];
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if (ds.m_HasRight)
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{
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toGive.Add(ds.m_Mobile);
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}
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}
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if (toGive.Count == 0)
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{
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return;
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}
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for (var i = 0; i < toGive.Count; i++)
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{
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var m = toGive[i];
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if (!(m is PlayerMobile))
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{
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continue;
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}
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var gainedPath = false;
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var pointsToGain = 800;
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if (VirtueHelper.Award(m, VirtueName.Valor, pointsToGain, ref gainedPath))
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{
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if (gainedPath)
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{
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m.SendLocalizedMessage(1054032); // You have gained a path in Valor!
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}
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else
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{
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m.SendLocalizedMessage(1054030); // You have gained in Valor!
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}
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// No delay on Valor gains
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}
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}
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// Randomize
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toGive.Shuffle();
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for (var i = 0; i < 6; ++i)
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{
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var m = toGive[i % toGive.Count];
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var ps = CreateRandomPowerScroll();
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GivePowerScrollTo(m, ps);
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}
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}
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public static void GivePowerScrollTo(Mobile m, PowerScroll ps)
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{
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if (ps == null || m == null) // sanity
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{
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return;
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}
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m.SendLocalizedMessage(1049524); // You have received a scroll of power!
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if (!Core.SE || m.Alive)
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{
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m.AddToBackpack(ps);
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}
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else
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{
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if (m.Corpse?.Deleted == false)
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{
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m.Corpse.DropItem(ps);
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}
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else
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{
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m.AddToBackpack(ps);
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}
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}
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if (!(m is PlayerMobile pm))
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{
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return;
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}
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for (var j = 0; j < pm.JusticeProtectors.Count; ++j)
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{
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var prot = pm.JusticeProtectors[j];
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if (prot.Map != pm.Map || prot.Kills >= 5 || prot.Criminal || !JusticeVirtue.CheckMapRegion(pm, prot))
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{
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continue;
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}
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var chance = VirtueHelper.GetLevel(prot, VirtueName.Justice) switch
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{
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VirtueLevel.Seeker => 60,
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VirtueLevel.Follower => 80,
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VirtueLevel.Knight => 100,
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_ => 0
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};
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if (chance > Utility.Random(100))
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{
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var powerScroll = new PowerScroll(ps.Skill, ps.Value);
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prot.SendLocalizedMessage(1049368); // You have been rewarded for your dedication to Justice!
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if (!Core.SE || prot.Alive)
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{
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prot.AddToBackpack(powerScroll);
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}
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else
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{
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if (prot.Corpse?.Deleted == false)
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{
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prot.Corpse.DropItem(powerScroll);
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}
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else
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{
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prot.AddToBackpack(powerScroll);
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}
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}
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}
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}
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}
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public override bool OnBeforeDeath()
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{
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if (!NoKillAwards)
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{
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GivePowerScrolls();
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if (NoGoodies)
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{
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return base.OnBeforeDeath();
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}
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var map = Map;
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if (map != null)
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{
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for (var x = -12; x <= 12; ++x)
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{
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for (var y = -12; y <= 12; ++y)
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{
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var dist = Math.Sqrt(x * x + y * y);
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if (dist <= 12)
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{
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new GoodiesTimer(map, X + x, Y + y).Start();
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}
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}
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}
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}
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}
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return base.OnBeforeDeath();
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}
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public override void OnDeath(Container c)
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{
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if (Map == Map.Felucca)
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{
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// TODO: Confirm SE change or AoS one too?
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var rights = GetLootingRights(DamageEntries, HitsMax);
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var toGive = new List<Mobile>();
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for (var i = rights.Count - 1; i >= 0; --i)
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{
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var ds = rights[i];
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if (ds.m_HasRight)
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{
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toGive.Add(ds.m_Mobile);
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}
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}
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if (toGive.Count > 0)
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{
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toGive.RandomElement().AddToBackpack(new ChampionSkull(SkullType));
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}
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else
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{
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c.DropItem(new ChampionSkull(SkullType));
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}
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}
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base.OnDeath(c);
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}
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private class GoodiesTimer : Timer
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{
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private readonly Map m_Map;
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private readonly int m_X;
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private readonly int m_Y;
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public GoodiesTimer(Map map, int x, int y) : base(TimeSpan.FromSeconds(Utility.RandomDouble() * 10.0))
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{
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m_Map = map;
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m_X = x;
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m_Y = y;
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}
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protected override void OnTick()
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{
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var z = m_Map.GetAverageZ(m_X, m_Y);
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var canFit = m_Map.CanFit(m_X, m_Y, z, 6, false, false);
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for (var i = -3; !canFit && i <= 3; ++i)
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{
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canFit = m_Map.CanFit(m_X, m_Y, z + i, 6, false, false);
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if (canFit)
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{
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z += i;
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}
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}
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if (!canFit)
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{
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return;
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}
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var g = new Gold(500, 1000);
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g.MoveToWorld(new Point3D(m_X, m_Y, z), m_Map);
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if (Utility.RandomDouble() <= 0.5)
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{
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switch (Utility.Random(3))
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{
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case 0: // Fire column
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{
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Effects.SendLocationParticles(
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EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
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0x3709,
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10,
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30,
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5052
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);
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Effects.PlaySound(g, 0x208);
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break;
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}
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case 1: // Explosion
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{
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Effects.SendLocationParticles(
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EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
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0x36BD,
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20,
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10,
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5044
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);
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Effects.PlaySound(g, 0x307);
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break;
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}
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case 2: // Ball of fire
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{
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Effects.SendLocationParticles(
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EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
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0x36FE,
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10,
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10,
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5052
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);
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break;
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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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