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.
134 lines
No EOL
3.7 KiB
C#
134 lines
No EOL
3.7 KiB
C#
using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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namespace Server.Spells.First
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{
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public class ReactiveArmorSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Reactive Armor", "Flam Sanct",
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236,
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9011,
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Reagent.Garlic,
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Reagent.SpidersSilk,
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Reagent.SulfurousAsh
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);
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public override SpellCircle Circle { get { return SpellCircle.First; } }
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public ReactiveArmorSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override bool CheckCast()
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{
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if ( Core.AOS )
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return true;
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if ( Caster.MeleeDamageAbsorb > 0 )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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return false;
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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return false;
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}
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return true;
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}
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private static Hashtable m_Table = new Hashtable();
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public override void OnCast()
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{
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if ( Core.AOS )
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{
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/* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
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* 15 + (Inscription/20) Physcial bonus
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* -5 Elemental
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* The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you “turn them off” by casting them again.
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* (+20 physical -5 elemental at 100 Inscription)
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*/
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if ( CheckSequence() )
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{
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Mobile targ = Caster;
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ResistanceMod[] mods = (ResistanceMod[])m_Table[targ];
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if ( mods == null )
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{
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targ.PlaySound( 0x1E9 );
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targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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mods = new ResistanceMod[5]
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{
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new ResistanceMod( ResistanceType.Physical, 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20) ),
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new ResistanceMod( ResistanceType.Fire, -5 ),
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new ResistanceMod( ResistanceType.Cold, -5 ),
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new ResistanceMod( ResistanceType.Poison, -5 ),
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new ResistanceMod( ResistanceType.Energy, -5 )
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};
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m_Table[targ] = mods;
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for ( int i = 0; i < mods.Length; ++i )
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targ.AddResistanceMod( mods[i] );
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}
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else
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{
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targ.PlaySound( 0x1ED );
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targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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m_Table.Remove( targ );
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for ( int i = 0; i < mods.Length; ++i )
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targ.RemoveResistanceMod( mods[i] );
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}
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}
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FinishSequence();
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}
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else
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{
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if ( Caster.MeleeDamageAbsorb > 0 )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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}
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else if ( CheckSequence() )
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{
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if ( Caster.BeginAction( typeof( DefensiveSpell ) ) )
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{
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int value = (int)(Caster.Skills[SkillName.Magery].Value + Caster.Skills[SkillName.Meditation].Value + Caster.Skills[SkillName.Inscribe].Value);
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value /= 3;
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if ( value < 0 )
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value = 1;
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else if ( value > 75 )
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value = 75;
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Caster.MeleeDamageAbsorb = value;
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Caster.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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Caster.PlaySound( 0x1F2 );
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}
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else
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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}
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}
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FinishSequence();
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}
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}
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}
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} |