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.
66 lines
1.3 KiB
C#
66 lines
1.3 KiB
C#
using System;
|
|
using Server;
|
|
using Server.Spells.Spellweaving;
|
|
|
|
namespace Server.Items
|
|
{
|
|
public abstract class BaseMeleeWeapon : BaseWeapon
|
|
{
|
|
public BaseMeleeWeapon( int itemID ) : base( itemID )
|
|
{
|
|
}
|
|
|
|
public BaseMeleeWeapon( Serial serial ) : base( serial )
|
|
{
|
|
}
|
|
|
|
public override int AbsorbDamage( Mobile attacker, Mobile defender, int damage )
|
|
{
|
|
damage = base.AbsorbDamage( attacker, defender, damage );
|
|
|
|
AttuneWeaponSpell.TryAbsorb( defender, ref damage );
|
|
|
|
if ( Core.AOS )
|
|
return damage;
|
|
|
|
int absorb = defender.MeleeDamageAbsorb;
|
|
|
|
if ( absorb > 0 )
|
|
{
|
|
if ( absorb > damage )
|
|
{
|
|
int react = damage / 5;
|
|
|
|
if ( react <= 0 )
|
|
react = 1;
|
|
|
|
defender.MeleeDamageAbsorb -= damage;
|
|
damage = 0;
|
|
|
|
attacker.Damage( react, defender );
|
|
|
|
attacker.PlaySound( 0x1F1 );
|
|
attacker.FixedEffect( 0x374A, 10, 16 );
|
|
}
|
|
else
|
|
{
|
|
defender.MeleeDamageAbsorb = 0;
|
|
defender.SendLocalizedMessage( 1005556 ); // Your reactive armor spell has been nullified.
|
|
DefensiveSpell.Nullify( defender );
|
|
}
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
|
|
public override void Serialize( GenericWriter writer )
|
|
{
|
|
base.Serialize( writer );
|
|
}
|
|
|
|
public override void Deserialize( GenericReader reader )
|
|
{
|
|
base.Deserialize( reader );
|
|
}
|
|
}
|
|
}
|