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
2.8 KiB
C#
116 lines
2.8 KiB
C#
using System;
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using Server;
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using Server.Items;
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namespace Server.Spells
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{
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public abstract class MagerySpell : Spell
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{
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public MagerySpell( Mobile caster, Item scroll, SpellInfo info )
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: base( caster, scroll, info )
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{
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}
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public abstract SpellCircle Circle { get; }
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public override bool ConsumeReagents()
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{
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if( base.ConsumeReagents() )
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return true;
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if( ArcaneGem.ConsumeCharges( Caster, (Core.SE ? 1 : 1 + (int)Circle) ) )
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return true;
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return false;
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}
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private const double ChanceOffset = 20.0, ChanceLength = 100.0 / 7.0;
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public override void GetCastSkills( out double min, out double max )
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{
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int circle = (int)Circle;
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if( Scroll != null )
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circle -= 2;
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double avg = ChanceLength * circle;
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min = avg - ChanceOffset;
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max = avg + ChanceOffset;
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}
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private static int[] m_ManaTable = new int[] { 4, 6, 9, 11, 14, 20, 40, 50 };
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public override int GetMana()
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{
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if( Scroll is BaseWand )
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return 0;
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return m_ManaTable[(int)Circle];
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}
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public override double GetResistSkill( Mobile m )
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{
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int maxSkill = (1 + (int)Circle) * 10;
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maxSkill += (1 + ((int)Circle / 6)) * 25;
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if( m.Skills[SkillName.MagicResist].Value < maxSkill )
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m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 );
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return m.Skills[SkillName.MagicResist].Value;
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}
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public virtual bool CheckResisted( Mobile target )
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{
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double n = GetResistPercent( target );
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n /= 100.0;
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if( n <= 0.0 )
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return false;
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if( n >= 1.0 )
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return true;
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int maxSkill = (1 + (int)Circle) * 10;
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maxSkill += (1 + ((int)Circle / 6)) * 25;
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if( target.Skills[SkillName.MagicResist].Value < maxSkill )
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target.CheckSkill( SkillName.MagicResist, 0.0, 120.0 );
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return (n >= Utility.RandomDouble());
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}
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public virtual double GetResistPercentForCircle( Mobile target, SpellCircle circle )
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{
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double firstPercent = target.Skills[SkillName.MagicResist].Value / 5.0;
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double secondPercent = target.Skills[SkillName.MagicResist].Value - (((Caster.Skills[CastSkill].Value - 20.0) / 5.0) + (1 + (int)circle) * 5.0);
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return (firstPercent > secondPercent ? firstPercent : secondPercent) / 2.0; // Seems should be about half of what stratics says.
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}
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public virtual double GetResistPercent( Mobile target )
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{
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return GetResistPercentForCircle( target, Circle );
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}
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public override TimeSpan GetCastDelay()
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{
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if( Scroll is BaseWand )
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return TimeSpan.Zero;
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if( !Core.AOS )
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return TimeSpan.FromSeconds( 0.5 + (0.25 * (int)Circle) );
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return base.GetCastDelay();
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}
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public override TimeSpan CastDelayBase
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{
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get
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{
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return TimeSpan.FromSeconds( (3 + (int)Circle) * CastDelaySecondsPerTick );
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}
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}
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}
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}
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