- Talisman slayers fixed to account for inheritance. - Added repond slayer vulnerability to Troglodyte. - Added overload for AOS.Damage with chaos damage support. - Corrected order of ML artifact award messages. - MageAI corrected to not meditate when already meditating. - Changed MageAI necro/mage bias to something more sensible. - Changed speed of most named ML mobs. - Skeletal steeds are now bleed immune. - Damage cap of 200 (before resists) added to fire breath attacks. - Damaging aura effect added to BaseCreature. - Necromancy skill added to several undead mobs. - The succubus special drain effect message no longer shows. - Corrected Sir Patrick's drain effect to account for LOS. - Added healing skill to Troglodytes. - Added named ML mobs for the Labyrinth, Painted Caves, Palace of Paroxysmus, Sanctuary and Twisted Weald. - Added changelings. - Disabled auto unequiping of weapons when meditating for nonplayers. - Added cast animations for players in wraith form, lich form and horrific beast. - Fixed Holy Light to account for LOS. - Fixed Animate Dead to account for inheritance. - Fixed Wither friendly fire issue when cast by monsters.
67 lines
No EOL
2 KiB
C#
67 lines
No EOL
2 KiB
C#
using System;
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using System.Collections.Generic;
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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 HolyLightSpell : PaladinSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Holy Light", "Augus Luminos",
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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( 1.75 ); } }
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public override double RequiredSkill{ get{ return 55.0; } }
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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 1060724; } } // Augus Luminos
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public override bool BlocksMovement{ get{ return false; } }
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public HolyLightSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override bool DelayedDamage{ get{ return false; } }
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public override void OnCast()
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{
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if ( CheckSequence() )
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{
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List<Mobile> targets = new List<Mobile>();
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foreach ( Mobile m in Caster.GetMobilesInRange( 3 ) )
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if ( Caster != m && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) && ( !Core.AOS || Caster.InLOS( m ) ) )
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targets.Add( m );
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Caster.PlaySound( 0x212 );
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Caster.PlaySound( 0x206 );
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Effects.SendLocationParticles( EffectItem.Create( Caster.Location, Caster.Map, EffectItem.DefaultDuration ), 0x376A, 1, 29, 0x47D, 2, 9962, 0 );
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Effects.SendLocationParticles( EffectItem.Create( new Point3D( Caster.X, Caster.Y, Caster.Z - 7 ), Caster.Map, EffectItem.DefaultDuration ), 0x37C4, 1, 29, 0x47D, 2, 9502, 0 );
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for ( int i = 0; i < targets.Count; ++i )
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{
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Mobile m = targets[i];
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int damage = ComputePowerValue( 10 ) + Utility.RandomMinMax( 0, 2 );
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// TODO: Should caps be applied?
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if ( damage < 8 )
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damage = 8;
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else if ( damage > 24 )
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damage = 24;
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Caster.DoHarmful( m );
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SpellHelper.Damage( this, m, damage, 0, 0, 0, 0, 100 );
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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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} |