- [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
173 lines
5.2 KiB
C#
173 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Fourth
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{
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public class ArchCureSpell : MagerySpell, ISpellTargetingPoint3D
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{
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private static readonly SpellInfo m_Info = new SpellInfo(
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"Arch Cure",
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"Vas An Nox",
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215,
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9061,
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Reagent.Garlic,
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Reagent.Ginseng,
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Reagent.MandrakeRoot
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);
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public ArchCureSpell(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.Fourth;
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// Arch cure is now 1/4th of a second faster
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public override TimeSpan CastDelayBase => base.CastDelayBase - TimeSpan.FromSeconds(0.25);
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public void Target(IPoint3D p)
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{
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if (!Caster.CanSee(p))
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{
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Caster.SendLocalizedMessage(500237); // Target can not be seen.
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}
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else if (CheckSequence())
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{
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SpellHelper.Turn(Caster, p);
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SpellHelper.GetSurfaceTop(ref p);
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var targets = new List<Mobile>();
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var map = Caster.Map;
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var directTarget = p as Mobile;
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var loc = new Point3D(p);
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if (map != null)
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{
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var feluccaRules = map.Rules == MapRules.FeluccaRules;
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// You can target any living mobile directly, beneficial checks apply
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if (directTarget != null && Caster.CanBeBeneficial(directTarget, false))
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{
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targets.Add(directTarget);
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}
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var eable = map.GetMobilesInRange(loc, 2);
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targets.AddRange(eable.Where(m => m != directTarget).Where(m => AreaCanTarget(m, feluccaRules)));
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eable.Free();
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}
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Effects.PlaySound(loc, Caster.Map, 0x299);
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if (targets.Count > 0)
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{
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var cured = 0;
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for (var i = 0; i < targets.Count; ++i)
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{
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var m = targets[i];
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Caster.DoBeneficial(m);
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var poison = m.Poison;
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if (poison != null)
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{
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var chanceToCure = 10000 + (int)(Caster.Skills.Magery.Value * 75) -
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(poison.Level + 1) * 1750;
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chanceToCure /= 100;
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chanceToCure -= 1;
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if (chanceToCure > Utility.Random(100) && m.CurePoison(Caster))
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{
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++cured;
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}
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}
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m.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist);
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m.PlaySound(0x1E0);
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}
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if (cured > 0)
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{
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Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
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}
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}
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}
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FinishSequence();
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTargetPoint3D(this, TargetFlags.None, Core.ML ? 10 : 12);
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}
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private bool AreaCanTarget(Mobile target, bool feluccaRules)
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{
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/* Arch cure area effect won't cure aggressors, victims, murderers, criminals or monsters.
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* In Felucca, it will also not cure summons and pets.
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* For red players it will only cure themselves and guild members.
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*/
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if (!Caster.CanBeBeneficial(target, false))
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{
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return false;
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}
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if (Core.AOS && target != Caster)
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{
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if (IsAggressor(target) || IsAggressed(target))
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{
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return false;
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}
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if ((!IsInnocentTo(Caster, target) || !IsInnocentTo(target, Caster)) && !IsAllyTo(Caster, target))
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{
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return false;
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}
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if (feluccaRules && !(target is PlayerMobile))
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{
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return false;
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}
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}
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return true;
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}
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private bool IsAggressor(Mobile m)
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{
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foreach (var info in Caster.Aggressors)
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{
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if (m == info.Attacker && !info.Expired)
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{
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return true;
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}
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}
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return false;
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}
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private bool IsAggressed(Mobile m)
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{
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foreach (var info in Caster.Aggressed)
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{
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if (m == info.Defender && !info.Expired)
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{
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return true;
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}
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}
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return false;
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}
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private static bool IsInnocentTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Innocent;
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private static bool IsAllyTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Ally;
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}
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}
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