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.
364 lines
No EOL
9.9 KiB
C#
364 lines
No EOL
9.9 KiB
C#
using System;
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using Server;
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using Server.Mobiles;
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namespace Server.Misc
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{
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public class SkillCheck
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{
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private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
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public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
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public const int Allowance = 3; //How many times may we use the same location/target for gain
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private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
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private static bool[] UseAntiMacro = new bool[]
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{
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// true if this skill uses the anti-macro code, false if it does not
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false,// Alchemy = 0,
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true,// Anatomy = 1,
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true,// AnimalLore = 2,
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true,// ItemID = 3,
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true,// ArmsLore = 4,
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false,// Parry = 5,
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true,// Begging = 6,
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false,// Blacksmith = 7,
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false,// Fletching = 8,
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true,// Peacemaking = 9,
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true,// Camping = 10,
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false,// Carpentry = 11,
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false,// Cartography = 12,
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false,// Cooking = 13,
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true,// DetectHidden = 14,
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true,// Discordance = 15,
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true,// EvalInt = 16,
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true,// Healing = 17,
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true,// Fishing = 18,
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true,// Forensics = 19,
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true,// Herding = 20,
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true,// Hiding = 21,
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true,// Provocation = 22,
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false,// Inscribe = 23,
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true,// Lockpicking = 24,
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true,// Magery = 25,
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true,// MagicResist = 26,
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false,// Tactics = 27,
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true,// Snooping = 28,
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true,// Musicianship = 29,
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true,// Poisoning = 30,
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false,// Archery = 31,
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true,// SpiritSpeak = 32,
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true,// Stealing = 33,
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false,// Tailoring = 34,
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true,// AnimalTaming = 35,
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true,// TasteID = 36,
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false,// Tinkering = 37,
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true,// Tracking = 38,
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true,// Veterinary = 39,
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false,// Swords = 40,
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false,// Macing = 41,
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false,// Fencing = 42,
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false,// Wrestling = 43,
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true,// Lumberjacking = 44,
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true,// Mining = 45,
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true,// Meditation = 46,
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true,// Stealth = 47,
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true,// RemoveTrap = 48,
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true,// Necromancy = 49,
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false,// Focus = 50,
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true,// Chivalry = 51
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true,// Bushido = 52
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true,//Ninjitsu = 53
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true // Spellweaving
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};
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
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Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
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Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
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Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
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}
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public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
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{
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if ( from.Skills.Cap == 0 )
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return false;
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bool success = ( chance >= Utility.RandomDouble() );
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double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
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gc += ( skill.Cap - skill.Base ) / skill.Cap;
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gc /= 2;
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gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
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gc /= 2;
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gc *= skill.Info.GainFactor;
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if ( gc < 0.01 )
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gc = 0.01;
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if ( from is BaseCreature && ((BaseCreature)from).Controlled )
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gc *= 2;
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if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
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Gain( from, skill );
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return success;
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}
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public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill( from, skill, target, chance );
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}
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public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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return CheckSkill( from, skill, target, chance );
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}
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private static bool AllowGain( Mobile from, Skill skill, object obj )
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{
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if ( from is PlayerMobile && AntiMacroCode && UseAntiMacro[skill.Info.SkillID] )
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return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
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else
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return true;
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}
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public enum Stat { Str, Dex, Int }
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public static void Gain( Mobile from, Skill skill )
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{
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if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
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return;
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if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
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return;
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if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
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return;
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if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
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{
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int toGain = 1;
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if ( skill.Base <= 10.0 )
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toGain = Utility.Random( 4 ) + 1;
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Skills skills = from.Skills;
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if ( ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
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{
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for ( int i = 0; i < skills.Length; ++i )
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{
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Skill toLower = skills[i];
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if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
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{
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toLower.BaseFixedPoint -= toGain;
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break;
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}
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}
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}
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if ( (skills.Total + toGain) <= skills.Cap )
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{
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skill.BaseFixedPoint += toGain;
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}
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}
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if ( skill.Lock == SkillLock.Up )
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{
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SkillInfo info = skill.Info;
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if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Str );
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else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Dex );
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else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Int );
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}
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}
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public static bool CanLower( Mobile from, Stat stat )
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{
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
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case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
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}
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return false;
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}
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public static bool CanRaise( Mobile from, Stat stat )
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{
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if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
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{
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if ( from.RawStatTotal >= from.StatCap )
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return false;
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}
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
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case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
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}
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return false;
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}
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public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
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{
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atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
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switch ( stat )
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{
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case Stat.Str:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawDex;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Str ) )
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++from.RawStr;
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break;
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}
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case Stat.Dex:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Dex ) )
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++from.RawDex;
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break;
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}
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case Stat.Int:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Dex ) )
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--from.RawDex;
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}
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if ( CanRaise( from, Stat.Int ) )
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++from.RawInt;
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break;
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}
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}
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}
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private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( 15.0 );
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public static void GainStat( Mobile from, Stat stat )
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{
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switch( stat )
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{
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case Stat.Str:
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{
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if( (from.LastStrGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastStrGain = DateTime.Now;
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break;
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}
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case Stat.Dex:
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{
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if( (from.LastDexGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastDexGain = DateTime.Now;
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break;
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}
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case Stat.Int:
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{
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if( (from.LastIntGain + m_StatGainDelay) >= DateTime.Now )
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return;
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from.LastIntGain = DateTime.Now;
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break;
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}
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}
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bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
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IncreaseStat( from, stat, atrophy );
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}
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}
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} |