#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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190
Scripts/Spells/Fourth/ArchCure.cs
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190
Scripts/Spells/Fourth/ArchCure.cs
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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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using Server.Mobiles;
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namespace Server.Spells.Fourth
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{
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public class ArchCureSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Arch Cure", "Vas An Nox",
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215,
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9061,
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Reagent.Garlic,
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Reagent.Ginseng,
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Reagent.MandrakeRoot
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);
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public override SpellCircle Circle { get { return SpellCircle.Fourth; } }
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public ArchCureSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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Caster.Target = new InternalTarget( this );
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}
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// Arch cure is now 1/4th of a second faster
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public override TimeSpan CastDelayBase{ get{ return base.CastDelayBase - TimeSpan.FromSeconds( 0.25 ); } }
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public void Target( IPoint3D p )
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{
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if ( !Caster.CanSee( p ) )
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{
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Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
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}
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else if ( CheckSequence() )
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{
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SpellHelper.Turn( Caster, p );
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SpellHelper.GetSurfaceTop( ref p );
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List<Mobile> targets = new List<Mobile>();
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Map map = Caster.Map;
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Mobile directTarget = p as Mobile;
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if ( map != null )
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{
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bool feluccaRules = ( map.Rules == MapRules.FeluccaRules );
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// You can target any living mobile directly, beneficial checks apply
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if ( directTarget != null && Caster.CanBeBeneficial( directTarget, false ) )
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targets.Add( directTarget );
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IPooledEnumerable eable = map.GetMobilesInRange( new Point3D( p ), 2 );
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foreach ( Mobile m in eable )
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{
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if ( m == directTarget )
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continue;
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if ( AreaCanTarget( m, feluccaRules ) )
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targets.Add( m );
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}
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eable.Free();
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}
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Effects.PlaySound( p, Caster.Map, 0x299 );
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if ( targets.Count > 0 )
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{
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int cured = 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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Caster.DoBeneficial( m );
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Poison poison = m.Poison;
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if ( poison != null )
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{
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int chanceToCure = 10000 + (int)(Caster.Skills[SkillName.Magery].Value * 75) - ((poison.Level + 1) * 1750);
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chanceToCure /= 100;
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chanceToCure -= 1;
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if ( chanceToCure > Utility.Random( 100 ) && m.CurePoison( Caster ) )
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++cured;
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}
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m.FixedParticles( 0x373A, 10, 15, 5012, EffectLayer.Waist );
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m.PlaySound( 0x1E0 );
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}
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if ( cured > 0 )
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Caster.SendLocalizedMessage( 1010058 ); // You have cured the target of all poisons!
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}
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}
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FinishSequence();
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}
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private bool AreaCanTarget( Mobile target, bool feluccaRules )
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{
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/* Arch cure area effect won't cure aggressors, victims, murderers, criminals or monsters.
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* In Felucca, it will also not cure summons and pets.
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* For red players it will only cure themselves and guild members.
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*/
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if ( !Caster.CanBeBeneficial( target, false ) )
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return false;
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if ( Core.AOS && target != Caster )
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{
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if ( IsAggressor( target ) || IsAggressed( target ) )
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return false;
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if ( ( !IsInnocentTo( Caster, target ) || !IsInnocentTo( target, Caster ) ) && !IsAllyTo( Caster, target ) )
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return false;
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if ( feluccaRules && !( target is PlayerMobile ) )
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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 bool IsAggressor( Mobile m )
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{
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foreach ( AggressorInfo info in Caster.Aggressors )
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{
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if ( m == info.Attacker && !info.Expired )
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return true;
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}
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return false;
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}
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private bool IsAggressed( Mobile m )
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{
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foreach ( AggressorInfo info in Caster.Aggressed )
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{
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if ( m == info.Defender && !info.Expired )
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return true;
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}
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return false;
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}
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private static bool IsInnocentTo( Mobile from, Mobile to )
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{
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return ( Notoriety.Compute( from, (Mobile)to ) == Notoriety.Innocent );
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}
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private static bool IsAllyTo( Mobile from, Mobile to )
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{
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return ( Notoriety.Compute( from, (Mobile)to ) == Notoriety.Ally );
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}
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private class InternalTarget : Target
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{
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private ArchCureSpell m_Owner;
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public InternalTarget( ArchCureSpell owner ) : base( Core.ML ? 10 : 12, true, TargetFlags.None )
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{
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m_Owner = owner;
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}
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protected override void OnTarget( Mobile from, object o )
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{
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IPoint3D p = o as IPoint3D;
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if ( p != null )
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m_Owner.Target( p );
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}
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protected override void OnTargetFinish( Mobile from )
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{
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m_Owner.FinishSequence();
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}
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}
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}
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}
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