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.
105 lines
No EOL
3 KiB
C#
105 lines
No EOL
3 KiB
C#
using System;
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using Server.Items;
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namespace Server.SkillHandlers
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{
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public class Stealth
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{
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public static void Initialize()
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{
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SkillInfo.Table[(int)SkillName.Stealth].Callback = new SkillUseCallback( OnUse );
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}
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public static int[,] ArmorTable{ get { return m_ArmorTable; } }
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private static int[,] m_ArmorTable = new int[,]
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{
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// Gorget Gloves Helmet Arms Legs Chest Shield
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/* Cloth */ { 0, 0, 0, 0, 0, 0, 0 },
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/* Leather */ { 0, 0, 0, 0, 0, 0, 0 },
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/* Studded */ { 2, 2, 0, 4, 6, 10, 0 },
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/* Bone */ { 0, 5, 10, 10, 15, 25, 0 },
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/* Spined */ { 0, 0, 0, 0, 0, 0, 0 },
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/* Horned */ { 0, 0, 0, 0, 0, 0, 0 },
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/* Barbed */ { 0, 0, 0, 0, 0, 0, 0 },
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/* Ring */ { 0, 5, 0, 10, 15, 25, 0 },
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/* Chain */ { 0, 0, 10, 0, 15, 25, 0 },
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/* Plate */ { 5, 5, 10, 10, 15, 25, 0 },
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/* Dragon */ { 0, 5, 10, 10, 15, 25, 0 }
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};
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public static int GetArmorRating( Mobile m )
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{
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if( !Core.AOS )
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return (int)m.ArmorRating;
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int ar = 0;
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for( int i = 0; i < m.Items.Count; i++ )
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{
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BaseArmor armor = m.Items[i] as BaseArmor;
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if( armor == null )
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continue;
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int materialType = (int)armor.MaterialType;
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int bodyPosition = (int)armor.BodyPosition;
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if( materialType >= m_ArmorTable.GetLength( 0 ) || bodyPosition >= m_ArmorTable.GetLength( 1 ) )
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continue;
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if( armor.ArmorAttributes.MageArmor == 0 )
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ar += m_ArmorTable[materialType, bodyPosition];
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}
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return ar;
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}
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public static TimeSpan OnUse( Mobile m )
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{
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if ( !m.Hidden )
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{
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m.SendLocalizedMessage( 502725 ); // You must hide first
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}
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else if ( m.Skills[SkillName.Hiding].Base < ((Core.SE) ? 50.0 : 80.0) )
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{
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m.SendLocalizedMessage( 502726 ); // You are not hidden well enough. Become better at hiding.
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m.RevealingAction();
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}
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else if( !m.CanBeginAction( typeof( Stealth ) ) )
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{
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m.SendLocalizedMessage( 1063086 ); // You cannot use this skill right now.
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m.RevealingAction();
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}
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else
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{
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int armorRating = GetArmorRating( m );
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if( armorRating >= (Core.AOS ? 42 : 26) ) //I have a hunch '42' was chosen cause someone's a fan of DNA
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{
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m.SendLocalizedMessage( 502727 ); // You could not hope to move quietly wearing this much armor.
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m.RevealingAction();
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}
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else if( m.CheckSkill( SkillName.Stealth, -20.0 + (armorRating * 2), (Core.AOS ? 60.0 : 80.0) + (armorRating * 2) ) )
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{
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int steps = (int)(m.Skills[SkillName.Stealth].Value / (Core.AOS ? 5.0 : 10.0));
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if( steps < 1 )
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steps = 1;
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m.AllowedStealthSteps = steps;
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m.SendLocalizedMessage( 502730 ); // You begin to move quietly.
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return TimeSpan.FromSeconds( 10.0 );
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}
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else
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{
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m.SendLocalizedMessage( 502731 ); // You fail in your attempt to move unnoticed.
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m.RevealingAction();
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}
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}
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return TimeSpan.FromSeconds( 10.0 );
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}
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}
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} |