mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
Convert movement, actions (lift/use), combat, and spells to use Core.TickCount and avoid DateTime caveats (performance, system time dependency, etc) Refactor DateTime.Now to DateTime.UtcNow Add LOS check for Iron Maiden addon
389 lines
No EOL
11 KiB
C#
389 lines
No EOL
11 KiB
C#
using System;
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using Server;
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using Server.Mobiles;
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using Server.Factions;
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namespace Server.Misc
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{
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public class SkillCheck
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{
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private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
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public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
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public const int Allowance = 3; //How many times may we use the same location/target for gain
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private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
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private static bool[] UseAntiMacro = new bool[]
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{
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// true if this skill uses the anti-macro code, false if it does not
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false,// Alchemy = 0,
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true,// Anatomy = 1,
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true,// AnimalLore = 2,
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true,// ItemID = 3,
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true,// ArmsLore = 4,
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false,// Parry = 5,
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true,// Begging = 6,
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false,// Blacksmith = 7,
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false,// Fletching = 8,
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true,// Peacemaking = 9,
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true,// Camping = 10,
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false,// Carpentry = 11,
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false,// Cartography = 12,
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false,// Cooking = 13,
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true,// DetectHidden = 14,
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true,// Discordance = 15,
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true,// EvalInt = 16,
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true,// Healing = 17,
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true,// Fishing = 18,
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true,// Forensics = 19,
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true,// Herding = 20,
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true,// Hiding = 21,
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true,// Provocation = 22,
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false,// Inscribe = 23,
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true,// Lockpicking = 24,
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true,// Magery = 25,
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true,// MagicResist = 26,
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false,// Tactics = 27,
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true,// Snooping = 28,
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true,// Musicianship = 29,
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true,// Poisoning = 30,
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false,// Archery = 31,
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true,// SpiritSpeak = 32,
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true,// Stealing = 33,
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false,// Tailoring = 34,
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true,// AnimalTaming = 35,
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true,// TasteID = 36,
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false,// Tinkering = 37,
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true,// Tracking = 38,
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true,// Veterinary = 39,
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false,// Swords = 40,
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false,// Macing = 41,
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false,// Fencing = 42,
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false,// Wrestling = 43,
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true,// Lumberjacking = 44,
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true,// Mining = 45,
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true,// Meditation = 46,
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true,// Stealth = 47,
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true,// RemoveTrap = 48,
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true,// Necromancy = 49,
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false,// Focus = 50,
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true,// Chivalry = 51
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true,// Bushido = 52
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true,//Ninjitsu = 53
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true // Spellweaving
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};
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
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Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
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Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
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Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
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}
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public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
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return CheckSkill( from, skill, loc, chance );
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}
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public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
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{
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if ( from.Skills.Cap == 0 )
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return false;
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bool success = ( chance >= Utility.RandomDouble() );
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double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
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gc += ( skill.Cap - skill.Base ) / skill.Cap;
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gc /= 2;
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gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
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gc /= 2;
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gc *= skill.Info.GainFactor;
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if ( gc < 0.01 )
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gc = 0.01;
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if ( from is BaseCreature && ((BaseCreature)from).Controlled )
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gc *= 2;
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if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
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Gain( from, skill );
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return success;
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}
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public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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double value = skill.Value;
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if ( value < minSkill )
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return false; // Too difficult
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else if ( value >= maxSkill )
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return CheckSkill( from, skill, target, chance );
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}
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public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
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{
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Skill skill = from.Skills[skillName];
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if ( skill == null )
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return false;
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if ( chance < 0.0 )
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return false; // Too difficult
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else if ( chance >= 1.0 )
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return true; // No challenge
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return CheckSkill( from, skill, target, chance );
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}
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private static bool AllowGain( Mobile from, Skill skill, object obj )
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{
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if ( Core.AOS && Faction.InSkillLoss( from ) ) //Changed some time between the introduction of AoS and SE.
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return false;
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if ( AntiMacroCode && from is PlayerMobile && UseAntiMacro[skill.Info.SkillID] )
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return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
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else
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return true;
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}
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public enum Stat { Str, Dex, Int }
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public static void Gain( Mobile from, Skill skill )
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{
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if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
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return;
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if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
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return;
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if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
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return;
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if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
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{
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int toGain = 1;
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if ( skill.Base <= 10.0 )
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toGain = Utility.Random( 4 ) + 1;
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Skills skills = from.Skills;
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if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
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{
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for ( int i = 0; i < skills.Length; ++i )
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{
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Skill toLower = skills[i];
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if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
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{
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toLower.BaseFixedPoint -= toGain;
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break;
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}
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}
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}
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#region Scroll of Alacrity
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PlayerMobile pm = from as PlayerMobile;
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if ( pm != null && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow )
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toGain *= Utility.RandomMinMax(2, 5);
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#endregion
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if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
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{
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skill.BaseFixedPoint += toGain;
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}
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}
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if ( skill.Lock == SkillLock.Up )
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{
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SkillInfo info = skill.Info;
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if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Str );
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else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Dex );
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else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
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GainStat( from, Stat.Int );
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}
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}
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public static bool CanLower( Mobile from, Stat stat )
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{
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
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case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
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}
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return false;
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}
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public static bool CanRaise( Mobile from, Stat stat )
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{
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if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
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{
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if ( from.RawStatTotal >= from.StatCap )
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return false;
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}
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switch ( stat )
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{
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case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
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case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
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case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
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}
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return false;
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}
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public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
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{
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atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
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switch ( stat )
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{
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case Stat.Str:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawDex;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Str ) )
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++from.RawStr;
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break;
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}
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case Stat.Dex:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Int ) )
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--from.RawInt;
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}
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if ( CanRaise( from, Stat.Dex ) )
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++from.RawDex;
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break;
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}
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case Stat.Int:
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{
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if ( atrophy )
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{
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if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
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--from.RawStr;
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else if ( CanLower( from, Stat.Dex ) )
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--from.RawDex;
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}
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if ( CanRaise( from, Stat.Int ) )
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++from.RawInt;
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break;
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}
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}
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}
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private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( ( Core.ML ) ? 0.05 : 15 );
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private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes( 5.0 );
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public static void GainStat( Mobile from, Stat stat )
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{
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switch( stat )
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{
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case Stat.Str:
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{
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if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
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if ( (from.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow )
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return;
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}
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else if( (from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow )
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return;
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from.LastStrGain = DateTime.UtcNow;
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break;
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}
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case Stat.Dex:
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{
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if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
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if ( (from.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow )
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return;
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}
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else if( (from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow )
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return;
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from.LastDexGain = DateTime.UtcNow;
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break;
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}
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case Stat.Int:
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{
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if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
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if ( (from.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow )
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return;
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}
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else if( (from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow )
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return;
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from.LastIntGain = DateTime.UtcNow;
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break;
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}
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}
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bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
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IncreaseStat( from, stat, atrophy );
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}
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}
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} |