Logging of staff crafting items, Fixes for the OSI client changes The potion stacking stuff BaseWeapon fix, so that damage increase things don't multiply themselves. admin gump fixes for Firewall Various display tweaks for weight SoS no longer spawn in Tokuno Hiryu hues happified to OSI standards staff now see alliance chat correctly Play barkeeper text increased per OSI Various other OSI skill requirement changes Various unimplemented features of the SE moves EventSink for when the client version is received from client. Client validation moved out of the core. Client version validation now has options to ignore/kick/warn/annoy. Automagically tries to detect current client. Reverted the delayeddamagecontext back to OSI standards. Can no longer use bags of sending in jail. MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em. TransformationSpellHelper now implemented. Things moved around for this. Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle. Circle doesn't make sense for non-Magery spells! Alot of the spellweaving spells added to OSI standards.
152 lines
No EOL
3.9 KiB
C#
152 lines
No EOL
3.9 KiB
C#
using System;
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using System.Collections;
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using Server.Network;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Necromancy
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{
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public class CorpseSkinSpell : NecromancerSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Corpse Skin", "In Agle Corp Ylem",
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203,
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9051,
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Reagent.BatWing,
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Reagent.GraveDust
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.5 ); } }
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public override double RequiredSkill{ get{ return 20.0; } }
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public override int RequiredMana{ get{ return 11; } }
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public CorpseSkinSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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Caster.Target = new InternalTarget( this );
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}
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public void Target( Mobile m )
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{
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if ( CheckHSequence( m ) )
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{
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SpellHelper.Turn( Caster, m );
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/* Transmogrifies the flesh of the target creature or player to resemble rotted corpse flesh,
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* making them more vulnerable to Fire and Poison damage,
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* but increasing their resistance to Physical and Cold damage.
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*
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* The effect lasts for ((Spirit Speak skill level - target's Resist Magic skill level) / 25 ) + 40 seconds.
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*
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* NOTE: Algorithm above is fixed point, should be:
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* ((ss-mr)/2.5) + 40
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*
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* NOTE: Resistance is not checked if targeting yourself
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*/
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ExpireTimer timer = (ExpireTimer)m_Table[m];
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if ( timer != null )
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timer.DoExpire();
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else
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m.SendLocalizedMessage( 1061689 ); // Your skin turns dry and corpselike.
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m.FixedParticles( 0x373A, 1, 15, 9913, 67, 7, EffectLayer.Head );
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m.PlaySound( 0x1BB );
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double ss = GetDamageSkill( Caster );
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double mr = ( Caster == m ? 0.0 : GetResistSkill( m ) );
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m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 ); //Skill check for gain
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TimeSpan duration = TimeSpan.FromSeconds( ((ss - mr) / 2.5) + 40.0 );
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ResistanceMod[] mods = new ResistanceMod[4]
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{
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new ResistanceMod( ResistanceType.Fire, -15 ),
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new ResistanceMod( ResistanceType.Poison, -15 ),
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new ResistanceMod( ResistanceType.Cold, +10 ),
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new ResistanceMod( ResistanceType.Physical, +10 )
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};
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timer = new ExpireTimer( m, mods, duration );
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timer.Start();
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BuffInfo.AddBuff( m, new BuffInfo( BuffIcon.CorpseSkin, 1075663, duration, m ) );
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m_Table[m] = timer;
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for ( int i = 0; i < mods.Length; ++i )
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m.AddResistanceMod( mods[i] );
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}
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FinishSequence();
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool RemoveCurse( Mobile m )
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{
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ExpireTimer t = (ExpireTimer)m_Table[m];
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if ( t == null )
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return false;
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m.SendLocalizedMessage( 1061688 ); // Your skin returns to normal.
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t.DoExpire();
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return true;
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}
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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private ResistanceMod[] m_Mods;
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public ExpireTimer( Mobile m, ResistanceMod[] mods, TimeSpan delay ) : base( delay )
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{
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m_Mobile = m;
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m_Mods = mods;
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}
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public void DoExpire()
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{
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for ( int i = 0; i < m_Mods.Length; ++i )
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m_Mobile.RemoveResistanceMod( m_Mods[i] );
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Stop();
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BuffInfo.RemoveBuff( m_Mobile, BuffIcon.CorpseSkin );
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m_Table.Remove( m_Mobile );
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}
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protected override void OnTick()
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{
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m_Mobile.SendLocalizedMessage( 1061688 ); // Your skin returns to normal.
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DoExpire();
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}
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}
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private class InternalTarget : Target
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{
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private CorpseSkinSpell m_Owner;
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public InternalTarget( CorpseSkinSpell owner ) : base( 12, false, TargetFlags.Harmful )
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{
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m_Owner = owner;
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}
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protected override void OnTarget( Mobile from, object o )
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{
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if ( o is Mobile )
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m_Owner.Target( (Mobile) o );
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}
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protected override void OnTargetFinish( Mobile from )
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{
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m_Owner.FinishSequence();
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}
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}
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}
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} |