mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
- Removed unneeded usings - World chat log now has a Config option. Turned off by default now. - Added two new timer priorities. - Fixed a crash with box of ropes. - Consolidation of the Pathing movements and algorithms. - Correctly makes sure you are inside the house you are trying to place addons in.
100 lines
No EOL
3.6 KiB
C#
100 lines
No EOL
3.6 KiB
C#
using System.Collections;
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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 readonly 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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private static readonly Hashtable m_Table = new Hashtable();
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public ReactiveArmorSpell(Mobile caster, Item scroll)
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: base(caster, scroll, m_Info)
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{
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}
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public override SpellCircle Circle => SpellCircle.First;
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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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public override void OnCast()
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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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public static bool HasArmor(Mobile m)
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{
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return m_Table.ContainsKey(m);
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}
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}
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} |