mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
430 lines
No EOL
16 KiB
C#
430 lines
No EOL
16 KiB
C#
using System;
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using Server.Factions;
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using Server.Mobiles;
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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 readonly 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 = 54
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#region Stygian Abyss
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true, // Mysticism = 55
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true, // Imbuing = 56
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false// Throwing = 57
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#endregion
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};
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public static void Initialize()
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{
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Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckLocation);
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Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation);
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Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckTarget);
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Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler(XmlSpawnerSkillCheck.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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#region SA
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if (from is PlayerMobile && from.Race == Race.Gargoyle && skill.Info.SkillID == (int)SkillName.Archery)
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return false;
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else if (from is PlayerMobile && from.Race != Race.Gargoyle && skill.Info.SkillID == (int)SkillName.Throwing)
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return false;
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#endregion
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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
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{
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Str,
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Dex,
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Int
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}
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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 Mondain's Legacy
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if (from is PlayerMobile)
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if (Server.Engines.Quests.QuestHelper.EnhancedSkill((PlayerMobile)from, skill))
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toGain *= Utility.RandomMinMax(2, 4);
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#endregion
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#region Scroll of Alacrity
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PlayerMobile pm = from as PlayerMobile;
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if (from is PlayerMobile)
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{
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if (pm != null && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow)
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{
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pm.SendLocalizedMessage(1077956); // You are infused with intense energy. You are under the effects of an accelerated skillgain scroll.
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toGain = Utility.RandomMinMax(2, 5);
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}
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}
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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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#region Mondain's Legacy
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if (from is PlayerMobile)
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Server.Engines.Quests.QuestHelper.CheckSkill((PlayerMobile)from, skill);
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#endregion
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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:
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return (from.StrLock == StatLockType.Down && from.RawStr > 10);
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case Stat.Dex:
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return (from.DexLock == StatLockType.Down && from.RawDex > 10);
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case Stat.Int:
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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:
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return (from.StrLock == StatLockType.Up && from.RawStr < 125);
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case Stat.Dex:
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return (from.DexLock == StatLockType.Up && from.RawDex < 125);
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case Stat.Int:
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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 readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(15.0);
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private static readonly 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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{
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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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{
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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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{
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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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} |