#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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158
Scripts/Spells/First/ReactiveArmor.cs
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158
Scripts/Spells/First/ReactiveArmor.cs
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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namespace Server.Spells.First
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{
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public class ReactiveArmorSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Reactive Armor", "Flam Sanct",
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236,
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9011,
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Reagent.Garlic,
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Reagent.SpidersSilk,
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Reagent.SulfurousAsh
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);
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public override SpellCircle Circle { get { return SpellCircle.First; } }
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public ReactiveArmorSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override bool CheckCast()
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{
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if ( Core.AOS )
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return true;
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if ( Caster.MeleeDamageAbsorb > 0 )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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return false;
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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return false;
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}
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return true;
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}
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private static Hashtable m_Table = new Hashtable();
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public override void OnCast()
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{
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if ( Core.AOS )
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{
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/* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
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* 15 + (Inscription/20) Physcial bonus
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* -5 Elemental
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* The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you “turn them off” by casting them again.
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* (+20 physical -5 elemental at 100 Inscription)
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*/
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if ( CheckSequence() )
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{
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Mobile targ = Caster;
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ResistanceMod[] mods = (ResistanceMod[])m_Table[targ];
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if ( mods == null )
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{
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targ.PlaySound( 0x1E9 );
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targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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mods = new ResistanceMod[5]
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{
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new ResistanceMod( ResistanceType.Physical, 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20) ),
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new ResistanceMod( ResistanceType.Fire, -5 ),
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new ResistanceMod( ResistanceType.Cold, -5 ),
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new ResistanceMod( ResistanceType.Poison, -5 ),
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new ResistanceMod( ResistanceType.Energy, -5 )
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};
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m_Table[targ] = mods;
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for ( int i = 0; i < mods.Length; ++i )
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targ.AddResistanceMod( mods[i] );
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int physresist = 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20);
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string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}", physresist, 5, 5, 5, 5);
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BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, 1075813, args.ToString()));
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}
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else
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{
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targ.PlaySound( 0x1ED );
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targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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m_Table.Remove( targ );
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for ( int i = 0; i < mods.Length; ++i )
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targ.RemoveResistanceMod( mods[i] );
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BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor);
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}
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}
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FinishSequence();
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}
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else
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{
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if ( Caster.MeleeDamageAbsorb > 0 )
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{
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Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
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}
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else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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}
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else if ( CheckSequence() )
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{
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if ( Caster.BeginAction( typeof( DefensiveSpell ) ) )
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{
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int value = (int)(Caster.Skills[SkillName.Magery].Value + Caster.Skills[SkillName.Meditation].Value + Caster.Skills[SkillName.Inscribe].Value);
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value /= 3;
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if ( value < 0 )
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value = 1;
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else if ( value > 75 )
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value = 75;
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Caster.MeleeDamageAbsorb = value;
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Caster.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
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Caster.PlaySound( 0x1F2 );
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}
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else
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{
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Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
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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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public static void EndArmor( Mobile m )
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{
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if ( m_Table.Contains( m ) )
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{
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ResistanceMod[] mods = (ResistanceMod[]) m_Table[ m ];
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if ( mods != null )
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{
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for ( int i = 0; i < mods.Length; ++i )
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m.RemoveResistanceMod( mods[ i ] );
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}
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m_Table.Remove( m );
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BuffInfo.RemoveBuff( m, BuffIcon.ReactiveArmor );
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}
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}
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}
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}
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