### Summary - Fixes various memory leaks related to spells - Fixes Spell Plague - Added ability to determine if `sdi` should take effect for Spell Damage. - Fixes animal form timer ticking non-stop while logged out.
78 lines
No EOL
2.4 KiB
C#
78 lines
No EOL
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Spells.Necromancy;
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public class CurseWeaponSpell : NecromancerSpell
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{
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private static readonly SpellInfo _info = new(
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"Curse Weapon",
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"An Sanct Gra Char",
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203,
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9031,
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Reagent.PigIron
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);
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private static readonly Dictionary<BaseWeapon, ExpireTimer> _table = new();
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public CurseWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.75);
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public override double RequiredSkill => 0.0;
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public override int RequiredMana => 7;
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public override void OnCast()
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{
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if (Caster.Weapon is not BaseWeapon weapon || weapon is Fists)
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{
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Caster.SendLocalizedMessage(501078); // You must be holding a weapon.
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}
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else if (CheckSequence())
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{
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/* Temporarily imbues a weapon with a life draining effect.
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* Half the damage that the weapon inflicts is added to the necromancer's health.
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* The effects lasts for (Spirit Speak skill level / 34) + 1 seconds.
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*
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* NOTE: Above algorithm is fixed point, should be :
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* (Spirit Speak skill level / 3.4) + 1
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*
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* TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect?
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*/
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Caster.PlaySound(0x387);
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Caster.FixedParticles(0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head);
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Caster.FixedParticles(0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255);
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Timer.StartTimer(TimeSpan.FromSeconds(0.75), () => Caster.PlaySound(0xFA));
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var duration = TimeSpan.FromSeconds(Caster.Skills.SpiritSpeak.Value / 3.4 + 1.0);
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_table.TryGetValue(weapon, out var timer);
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timer?.Stop();
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weapon.Cursed = true;
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_table[weapon] = timer = new ExpireTimer(weapon, duration);
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timer.Start();
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}
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FinishSequence();
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}
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private class ExpireTimer : Timer
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{
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private BaseWeapon _weapon;
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public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay) => _weapon = weapon;
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protected override void OnTick()
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{
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_weapon.Cursed = false;
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Effects.PlaySound(_weapon.GetWorldLocation(), _weapon.Map, 0xFA);
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_table.Remove(_weapon);
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}
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}
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} |