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.
116 lines
No EOL
3.2 KiB
C#
116 lines
No EOL
3.2 KiB
C#
using System;
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using System.Collections;
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using Server.Network;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Spells.Chivalry
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{
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public class CleanseByFireSpell : PaladinSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Cleanse By Fire", "Expor Flamus",
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-1,
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9002
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.0 ); } }
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public override double RequiredSkill{ get{ return 5.0; } }
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public override int RequiredMana{ get{ return 10; } }
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public override int RequiredTithing{ get{ return 10; } }
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public override int MantraNumber{ get{ return 1060718; } } // Expor Flamus
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public CleanseByFireSpell( 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 ( !m.Poisoned )
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{
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Caster.SendLocalizedMessage( 1060176 ); // That creature is not poisoned!
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}
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else if ( CheckBSequence( m ) )
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{
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SpellHelper.Turn( Caster, m );
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/* Cures the target of poisons, but causes the caster to be burned by fire damage for 13-55 hit points.
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* The amount of fire damage is lessened if the caster has high Karma.
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*/
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Poison p = m.Poison;
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if ( p != null )
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{
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// Cleanse by fire is now difficulty based
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int chanceToCure = 10000 + (int)(Caster.Skills[SkillName.Chivalry].Value * 75) - ((p.Level + 1) * 2000);
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chanceToCure /= 100;
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if ( chanceToCure > Utility.Random( 100 ) )
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{
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if ( m.CurePoison( Caster ) )
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{
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if ( Caster != m )
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Caster.SendLocalizedMessage( 1010058 ); // You have cured the target of all poisons!
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m.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
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}
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}
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else
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{
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m.SendLocalizedMessage( 1010060 ); // You have failed to cure your target!
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}
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}
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m.PlaySound( 0x1E0 );
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m.FixedParticles( 0x373A, 1, 15, 5012, 3, 2, EffectLayer.Waist );
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IEntity from = new Entity( Serial.Zero, new Point3D( m.X, m.Y, m.Z - 5 ), m.Map );
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IEntity to = new Entity( Serial.Zero, new Point3D( m.X, m.Y, m.Z + 45 ), m.Map );
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Effects.SendMovingParticles( from, to, 0x374B, 1, 0, false, false, 63, 2, 9501, 1, 0, EffectLayer.Head, 0x100 );
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Caster.PlaySound( 0x208 );
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Caster.FixedParticles( 0x3709, 1, 30, 9934, 0, 7, EffectLayer.Waist );
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int damage = 50 - ComputePowerValue( 4 );
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// TODO: Should caps be applied?
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if ( damage < 13 )
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damage = 13;
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else if ( damage > 55 )
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damage = 55;
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AOS.Damage( Caster, Caster, damage, 0, 100, 0, 0, 0, true );
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}
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FinishSequence();
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}
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private class InternalTarget : Target
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{
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private CleanseByFireSpell m_Owner;
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public InternalTarget( CleanseByFireSpell owner ) : base( 12, false, TargetFlags.Beneficial )
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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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} |