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.
132 lines
No EOL
3.1 KiB
C#
132 lines
No EOL
3.1 KiB
C#
using System;
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using Server;
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using Server.Items;
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using System.Collections;
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namespace Server.Mobiles
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{
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[CorpseName( "an energy vortex corpse" )]
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public class EnergyVortex : BaseCreature
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{
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public override bool DeleteCorpseOnDeath { get { return Summoned; } }
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public override bool AlwaysMurderer{ get{ return true; } } // Or Llama vortices will appear gray.
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public override double DispelDifficulty { get { return 80.0; } }
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public override double DispelFocus { get { return 20.0; } }
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public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
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{
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return ( m.Int + m.Skills[SkillName.Magery].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
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}
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[Constructable]
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public EnergyVortex()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "an energy vortex";
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if( Core.SE && 0.02 > Utility.RandomDouble() ) // Tested on OSI, but is this right? Who knows.
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{
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// Llama vortex!
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Body = 0xDC;
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Hue = 0x76;
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}
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else
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{
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Body = 164;
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}
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SetStr( 200 );
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SetDex( 200 );
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SetInt( 100 );
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SetHits( ( Core.SE ) ? 140 : 70 );
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SetStam( 250 );
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SetMana( 0 );
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SetDamage( 14, 17 );
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SetDamageType( ResistanceType.Physical, 0 );
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SetDamageType( ResistanceType.Energy, 100 );
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SetResistance( ResistanceType.Physical, 60, 70 );
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SetResistance( ResistanceType.Fire, 40, 50 );
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SetResistance( ResistanceType.Cold, 40, 50 );
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SetResistance( ResistanceType.Poison, 40, 50 );
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SetResistance( ResistanceType.Energy, 90, 100 );
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SetSkill( SkillName.MagicResist, 99.9 );
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SetSkill( SkillName.Tactics, 90.0 );
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SetSkill( SkillName.Wrestling, 100.0 );
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = ( Core.SE ) ? 2 : 1;
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}
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune { get { return Poison.Lethal; } }
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public override int GetAngerSound()
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{
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return 0x15;
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}
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public override int GetAttackSound()
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{
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return 0x28;
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}
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public override void OnThink()
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{
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if ( Core.SE && Summoned )
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{
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ArrayList spirtsOrVortexes = new ArrayList();
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foreach ( Mobile m in GetMobilesInRange( 5 ) )
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{
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if ( m is EnergyVortex || m is BladeSpirits )
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{
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if ( ( (BaseCreature) m ).Summoned )
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spirtsOrVortexes.Add( m );
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}
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}
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while ( spirtsOrVortexes.Count > 6 )
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{
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int index = Utility.Random( spirtsOrVortexes.Count );
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//TODO: Confim if it's the dispel with all the pretty effects or just a Deletion of it.
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Dispel( ( (Mobile) spirtsOrVortexes[index] ) );
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spirtsOrVortexes.RemoveAt( index );
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}
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}
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base.OnThink();
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}
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public EnergyVortex( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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if ( BaseSoundID == 263 )
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BaseSoundID = 0;
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}
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}
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} |