mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
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.
116 lines
No EOL
2.5 KiB
C#
116 lines
No EOL
2.5 KiB
C#
using System;
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using System.Collections;
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using Server.Network;
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using Server.Items;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Bushido
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{
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public class CounterAttack : SamuraiSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"CounterAttack", null,
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-1,
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9002
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.25 ); } }
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public override double RequiredSkill{ get{ return 40.0; } }
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public override int RequiredMana{ get{ return 5; } }
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public override bool CheckCast()
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{
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if ( !base.CheckCast() )
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return false;
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if ( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseShield != null )
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return true;
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if ( Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon != null )
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return true;
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if ( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon != null )
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return true;
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Caster.SendLocalizedMessage( 1062944 ); // You must have a weapon or a shield equipped to use this ability!
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return false;
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}
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public CounterAttack( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
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}
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public override void OnCast()
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{
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if ( CheckSequence() )
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{
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Caster.SendLocalizedMessage( 1063118 ); // You prepare to respond immediately to the next blocked blow.
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OnCastSuccessful( Caster );
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StartCountering( Caster );
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}
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FinishSequence();
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool IsCountering( Mobile m )
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{
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return m_Table.Contains( m );
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}
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public static void StartCountering( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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if ( t != null )
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t.Stop();
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t = new InternalTimer( m );
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m_Table[m] = t;
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t.Start();
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}
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public static void StopCountering( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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if ( t != null )
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t.Stop();
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m_Table.Remove( m );
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OnEffectEnd( m, typeof( CounterAttack ) );
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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public InternalTimer( Mobile m ) : base( TimeSpan.FromSeconds( 30.0 ) )
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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StopCountering( m_Mobile );
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m_Mobile.SendLocalizedMessage( 1063119 ); // You return to your normal stance.
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}
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}
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}
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} |