Example #1
0
        public void Undo()
        {
            for (int i = 0; i < _damageTargets.Count; ++i)
            {
                DamageEntry entry     = _damageTargets[i];
                CombatData  data      = entry.Entity;
                int         dmgAmount = entry.damageAmount;
                if (entry.previousTempHP > 0)
                {
                    int num = Math.Min(entry.previousTempHP, entry.damageAmount);
                    data.TempHP += num;
                    dmgAmount   -= num;
                }
                if (dmgAmount > 0)
                {
                    data.Damage -= dmgAmount;
                }

                //this.fLog.AddDamageEntry(pair2.First.ID, damage, damageForm.Types);

                //TODO:  If the creature state changes the log it
                //CreatureState creatureState = _encounter.GetState(data);
                //this.fLog.AddStateEntry(pair2.First.ID, creatureState);
            }
        }
Example #2
0
        private static List <Mobile> GetKillerList(IList <DamageEntry> damageEntries)
        {
            List <Mobile> killerList = new List <Mobile>();

            //Get a list of the killers involved
            for (int i = damageEntries.Count - 1; i >= 0; --i)
            {
                if (i >= damageEntries.Count)
                {
                    continue;
                }

                DamageEntry de = damageEntries[i];

                if (de.HasExpired || killerList.Contains(de.Damager))
                {
                    damageEntries.RemoveAt(i);
                    continue;
                }

                killerList.Add(de.Damager);
            }

            return(killerList);
        }
Example #3
0
 public void AddDamageUI(CombotPart part)
 {
     if (!damageList.IsDamageListFull)
     {
         DamageEntry entry = damageList.AddEntry(part.name);
         part.AddDamageMarker(entry);
     }
 }
Example #4
0
        public override void OnDeath(Container c)
        {
            #region Gives gold and Faction coin based on alignment

            List <DamageEntry> rights        = DamageEntries;
            List <Mobile>      toGiveGold    = new List <Mobile>();
            List <Mobile>      toGiveItem    = new List <Mobile>();
            List <Mobile>      toRemove      = new List <Mobile>();
            List <int>         GoldToRecieve = new List <int>();

            for (int i = 0; i < rights.Count; ++i)
            {
                DamageEntry de = rights[i];

                //Only players get rewarded
                if (de.HasExpired || !de.Damager.Player)
                {
                    DamageEntries.RemoveAt(i);
                    continue;
                }

                toGiveGold.Add(de.Damager);
                GoldToRecieve.Add(de.DamageGiven * 3); //Player gets 3 times the damage dealt in gold

                if (de.DamageGiven > 50)               //Players doing more than 50 damage they get an order coin
                {
                    toGiveItem.Add(de.Damager);
                }
            }

            foreach (Mobile m in toGiveGold)
            {
                if (m is PlayerMobile)
                {
                    int amountofgold = GoldToRecieve[toGiveGold.IndexOf(m)];

                    if (amountofgold > 1000)
                    {
                        amountofgold = 1000;
                    }

                    m.AddToBackpack(new Gold(amountofgold));
                }
            }

            foreach (Mobile m in toGiveItem)
            {
                ChaosCoin item = new ChaosCoin();

                if (m is PlayerMobile && m.Guild.Type == GuildType.Chaos)
                {
                    m.AddToBackpack(item);
                    m.SendAsciiMessage("You have been rewarded a Chaos Coin for fighting for Lord Blackthorn.");
                }
            }

            #endregion
        }
            public void AddDamage(HitInfo info)
            {
                DamageEntry entry;

                if (!damageEntries.TryGetValue(info.InitiatorPlayer.userID, out entry))
                {
                    damageEntries[info.InitiatorPlayer.userID] = entry = new DamageEntry();
                }

                entry.AddDamage(info.damageTypes.Total());
            }
Example #6
0
        public static bool IsEthicsDeath(Mobile from)
        {
            Player fromState = Player.Find(from);

            if (fromState.HasFallen)               //Fallen heroes/evils get no rights.
            {
                return(false);
            }

            Ethic fromEthic = fromState.Ethic;

            int ethicdamage    = 0;
            int nonethicdamage = 0;

            for (int i = from.DamageEntries.Count - 1; i >= 0; --i)
            {
                if (i >= from.DamageEntries.Count)
                {
                    continue;
                }

                DamageEntry de = from.DamageEntries[i];

                if (de.HasExpired)
                {
                    from.DamageEntries.RemoveAt(i);
                }
                else if (de.Damager != from)
                {
                    Ethic ethic = Ethic.Find(de.Damager);
                    if (ethic != null && ethic != fromEthic)
                    {
                        if (i == from.DamageEntries.Count - 1)
                        {
                            return(true);                            //Most recent damager
                        }
                        ethicdamage += de.DamageGiven;
                    }
                    else
                    {
                        nonethicdamage += de.DamageGiven;
                    }
                }
            }

            return(ethicdamage > nonethicdamage);            //At least 50% ethic damage
        }
Example #7
0
        public virtual void RegisterDamageTo(Mobile m)
        {
            if (m == null)
            {
                return;
            }

            for (var index = 0; index < m.DamageEntries.Count; index++)
            {
                DamageEntry de = m.DamageEntries[index];

                Mobile damager = de.Damager;

                Mobile master = damager.GetDamageMaster(m);

                if (master != null)
                {
                    damager = master;
                }

                RegisterDamage(damager, de.DamageGiven);
            }
        }
Example #8
0
        public override bool DoActionCombat()
        {
            Mobile c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
            {
                // Our combatant is deleted, dead, hidden, or we cannot hurt them
                // Try to find another combatant

                if (AquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else
                {
                    m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
                    Action = ActionType.Wander;
                    return(true);
                }
            }

            if (!m_Mobile.InLOS(c))
            {
                if (AquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
            }

            if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
            {
                // They are somewhat far away, can we find something else?

                if (AquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.Combatant = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
                {
                    m_Mobile.Combatant = null;
                }

                c = m_Mobile.Combatant;

                if (c == null)
                {
                    m_Mobile.DebugSay("My combatant has fled, so I am on guard");
                    Action = ActionType.Wander;

                    return(true);
                }
            }

            if (m_Mobile.CheckFlee() && TeleHides > 0)
            {
                m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
                Action = ActionType.Flee;
                return(true);
            }

            if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12))
            {
                // We are ready to cast a spell

                if (c.Combatant != m_Mobile)
                {
                    DamageEntry de = m_Mobile.FindDamageEntryFor(c);
                    if (de == null || de.HasExpired)
                    {
                        de = c.FindDamageEntryFor(m_Mobile);
                        if ((de == null || de.HasExpired))
                        {
                            if (!NotorietyHandlers.CheckAggressor(m_Mobile.Aggressors, c) && !NotorietyHandlers.CheckAggressed(c.Aggressed, m_Mobile))
                            {
                                // we cant cast because the player didnt hit us yet
                                RunTo(c);
                                return(true);
                            }
                        }
                    }
                }

                Spell  spell    = null;
                Mobile toDispel = FindDispelTarget(true);

                if (m_Combo != -1)                   // We are doing a spell combo
                {
                    spell = DoCombo(c);
                }
                else
                {
                    spell = GetRandomDamageSpell(toDispel != null);
                }

                // Now we have a spell picked
                // Move first before casting

                if (toDispel != null)
                {
                    if (m_Mobile.InRange(toDispel, 5))
                    {
                        RunFrom(toDispel);
                    }
                    else if (!m_Mobile.InRange(toDispel, 11))
                    {
                        RunTo(toDispel);
                    }
                }
                else
                {
                    RunTo(c);
                }

                if (spell != null && spell.Cast())
                {
                    TimeSpan delay;

                    if (spell is DispelSpell)
                    {
                        delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
                    }
                    else
                    {
                        delay = spell.GetCastDelay() + TimeSpan.FromSeconds(Utility.Random(3));
                    }
                    m_NextCastTime = DateTime.Now + delay;
                }
            }
            else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting)
            {
                RunTo(c);
            }

            return(true);
        }
Example #9
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, 10))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502795, m_Tamer.NetState); // You are too far away to continue taming.

                        Stop();
                    }

                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502796, m_Tamer.NetState); // You are dead, and cannot continue taming.

                        Stop();
                    }

                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature) || !CanPath())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Tamer.SendLocalizedMessage(1049654); // You do not have a clear path to the animal you are taming, and must cease your attempt.

                        Stop();
                    }

                    else if (m_Creature.IsHenchman)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState); // That creature cannot be tamed.

                        Stop();
                    }

                    else if (!m_Creature.Tameable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState); // That creature cannot be tamed.

                        Stop();
                    }

                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502804, m_Tamer.NetState); // That animal looks tame already.

                        Stop();
                    }

                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1005615, m_Tamer.NetState); // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                    }

                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502794, m_Tamer.NetState); // The animal is too angry to continue taming.

                        Stop();
                    }

                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();

                        switch (Utility.Random(3))
                        {
                        case 0: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(502790, 4)); break;

                        case 1: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1005608, 6)); break;

                        case 2: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1010593, 4)); break;
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }

                    else
                    {
                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        double minSkill = m_Creature.MinTameSkill;

                        //TEST: CHECK THIS FOR BALANCE PURPOSES
                        if (m_Creature.Owners.Count > 0)
                        {
                            minSkill += 25;
                        }

                        //Check for Skillgain (Success Chance Calculated Separately)
                        if (!alreadyOwned)
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill, minSkill + 25.0, 1.0);
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0, 1.0);
                        }

                        double successChance = 0;
                        double chanceResult  = Utility.RandomDouble();

                        successChance = (m_Tamer.Skills[SkillName.AnimalTaming].Value - m_Creature.MinTameSkill) * .04;

                        if (m_Tamer.Skills[SkillName.AnimalTaming].Value == m_Creature.MinTameSkill)
                        {
                            successChance = 0.01;
                        }

                        var pmTamer = m_Tamer as PlayerMobile;

                        if (alreadyOwned || chanceResult <= successChance)
                        {
                            if (alreadyOwned)
                            {
                                m_Tamer.SendLocalizedMessage(502797); // That wasn't even challenging.
                            }
                            else
                            {
                                m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502799, m_Tamer.NetState); // It seems to accept you as master.
                                m_Creature.Owners.Add(m_Tamer);
                            }

                            m_Creature.TimesTamed++;
                            m_Creature.SetControlMaster(m_Tamer);
                            m_Creature.IsBonded         = false;
                            m_Creature.OwnerAbandonTime = DateTime.UtcNow + m_Creature.AbandonDelay;
                        }

                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502798, m_Tamer.NetState); // You fail to tame the creature.
                        }
                    }
                }
Example #10
0
        public override bool DoActionCombat()
        {
            Mobile c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false))
            {
                // Our combatant is deleted, dead, hidden, or we cannot hurt them
                // Try to find another combatant

                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else
                {
                    m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
                    Action = ActionType.Wander;
                    return(true);
                }
            }

            if (!m_Mobile.InLOS(c))
            {
                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
            }

            //if ( SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0 )
            //	EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );

            if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
            {
                // They are somewhat far away, can we find something else?

                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.Combatant = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else                 //if ( !m_Mobile.InRange( c, m_Mobile.RangePerception * 3 ) )
                {
                    m_Mobile.Combatant = null;
                }

                c = m_Mobile.Combatant;

                if (c == null)
                {
                    m_Mobile.DebugSay("My combatant has fled, so I am on guard");
                    Action = ActionType.Wander;

                    return(true);
                }
            }

            if (m_Mobile.CheckFlee())
            {
                // We are low on health, should we flee?

                bool flee = flee = Utility.Random(0, 100) < 90;                   // 90% chance to flee

                if (flee)
                {
                    m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
                    Action = ActionType.Flee;
                    return(true);
                }
            }

            if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12) && m_Mobile.InLOS(c))
            {
                // We are ready to cast a spell

                // This was on Rebirth. Maybe we should remove it?
                DamageEntry de = m_Mobile.FindDamageEntryFor(c);
                if (de == null || de.HasExpired)
                {
                    de = c.FindDamageEntryFor(m_Mobile);
                    if ((de == null || de.HasExpired))
                    {
                        if (!NotorietyHandlers.CheckAggressor(m_Mobile.Aggressors, c) && !NotorietyHandlers.CheckAggressed(c.Aggressed, m_Mobile))
                        {
                            // we cant cast because we didnt give or take damage yet
                            RunTo(c);
                            return(true);
                        }
                    }
                }

                Spell  spell    = null;
                Mobile toDispel = FindDispelTarget(true);

                if (SmartAI && m_Combo != -1)                   // We are doing a spell combo
                {
                    spell = DoCombo(c);
                }
                else
                {
                    spell = GetRandomDamageSpell(toDispel != null);
                }

                // Now we have a spell picked
                // Move first before casting

                if (SmartAI && toDispel != null)
                {
                    if (m_Mobile.InRange(toDispel, 5))
                    {
                        RunFrom(toDispel);
                    }
                    else if (!m_Mobile.InRange(toDispel, 11))
                    {
                        RunTo(toDispel);
                    }
                }
                else
                {
                    RunTo(c);
                }

                if (spell != null && spell.Cast())
                {
                    TimeSpan delay;

                    if (spell is DispelSpell)
                    {
                        delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed * 2.0);
                    }
                    else
                    {
                        delay = spell.GetCastDelay() + TimeSpan.FromSeconds(0.5 + Utility.RandomMinMax(0, 2));
                    }
                    m_NextCastTime = DateTime.Now + delay;
                }
            }
            else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting)
            {
                RunTo(c);
            }

            return(true);
        }
Example #11
0
 public bool HasExpired(DamageEntry de)
 {
     return(de.LastDamage + TimeSpan.FromMinutes(5.0) < DateTime.Now);
 }
Example #12
0
 public void RemoveDamageMarker(DamageEntry entry)
 {
     damageEntries.Remove(entry);
 }
Example #13
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = (m_Creature.LastOwner == m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, 6))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(502795)); // You are too far away to continue taming.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(502796)); // You are dead, and cannot continue taming.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature))// || !CanPath())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(1049654)); // You do not have a clear path to the animal you are taming, and must cease your attempt.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (!m_Creature.Tamable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(1049655)); // That creature cannot be tamed.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(502804)); // That animal looks tame already.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(1005615)); // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (MustBeSubdued(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(1054025)); // You must subdue this creature before you can tame it!
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendAsciiMessage(CliLoc.LocToString(502794)); // The animal is too angry to continue taming.
                        Stop();
                        if (m_Tamer is PlayerMobile)
                        {
                            ((PlayerMobile)m_Tamer).EndPlayerAction();
                        }
                    }
                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();
                        string msg = "";

                        switch (Utility.Random(4))
                        {
                        case 0:
                            if (!string.IsNullOrEmpty(m_Creature.Name))
                            {
                                msg = string.Format("I always wanted a {0} like you.", m_Creature.Name);
                            }
                            else
                            {
                                msg = CliLoc.LocToString(502790);
                            }
                            break;

                        case 1:
                            if (!string.IsNullOrEmpty(m_Creature.Name))
                            {
                                msg = string.Format("Good {0}.", m_Creature.Name);
                            }
                            else
                            {
                                msg = CliLoc.LocToString(1005608);
                            }
                            break;

                        case 2:
                            if (!string.IsNullOrEmpty(m_Creature.Name))
                            {
                                msg = string.Format("Here {0}.", m_Creature.Name);
                            }
                            else
                            {
                                msg = CliLoc.LocToString(1010593);
                            }
                            break;

                        case 3:
                            if (!string.IsNullOrEmpty(m_Creature.Name))
                            {
                                msg = string.Format("I won't hurt you");
                            }
                            else
                            {
                                msg = CliLoc.LocToString(1010593);
                            }
                            break;
                        }

                        SpellHelper.Turn(m_Tamer, m_Creature);

                        m_Tamer.PublicOverheadMessage(MessageType.Regular, 906, true, msg);

                        if (!alreadyOwned) // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }
                    else
                    {
                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        if (!alreadyOwned) // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        double minSkill = m_Creature.MinTameSkill; //+ (m_Creature.Owners.Count * 6.0); Taran - Same chance to tame no matter how many owners the mount has had

                        if (minSkill > -29.9 && CheckMastery(m_Tamer, m_Creature))
                        {
                            minSkill = -29.9; // 50% at 0.0?
                        }
                        double tamerSkill = m_Tamer.Skills[SkillName.AnimalTaming].Value;

                        if (minSkill > tamerSkill)          //Taran - Adding chance to tame and gain even if you have lower Animal Taming than MinTameSkill
                        {
                            if (minSkill - tamerSkill <= 5) //1% chance to tame when less than 5% difference in taming and mintameskill
                            {
                                minSkill = tamerSkill + 19.3;
                            }

                            else if (minSkill - tamerSkill <= 10) //0.5% chance to tame when less than 10% difference in taming and mintameskill
                            {
                                minSkill = tamerSkill + 19.65;
                            }

                            else if (minSkill - tamerSkill <= 20)  //0.25% chance to tame when less than 20% difference in taming and mintameskill
                            {
                                minSkill = tamerSkill + 19.825;
                            }

                            else if (minSkill - tamerSkill > 20)  //0.1% chance to tame when more than 20% difference in taming and mintameskill
                            {
                                minSkill = tamerSkill + 19.93;
                            }
                        }
                        //Taran - Changed the chance to tame below
                        if (alreadyOwned || m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill - 20.0, minSkill + 50.0))
                        {
                            if (m_Creature.Owners.Count == 0) // First tame
                            {
                                if (m_Paralyzed)
                                {
                                    ScaleSkills(m_Creature, 0.86); // 86% of original skills if they were paralyzed during the taming
                                }
                                else
                                {
                                    ScaleSkills(m_Creature, 0.90); // 90% of original skills
                                }
                                if (m_Creature.StatLossAfterTame)
                                {
                                    ScaleStats(m_Creature, 0.50);
                                }
                            }

                            if (alreadyOwned)
                            {
                                //m_Tamer.SendLocalizedMessage( 502797 ); // That wasn't even challenging.
                                m_Tamer.SendAsciiMessage("{0} remembers you and accepts you once more as its master.", m_Creature.Name);

                                if (m_Tamer is PlayerMobile)
                                {
                                    ((PlayerMobile)m_Tamer).EndPlayerAction();
                                }
                            }
                            else
                            {
                                if (m_Creature.Controlled && m_Creature.ControlMaster != null)
                                {
                                    m_Tamer.SendAsciiMessage("Someone else tamed that creature before you.");
                                }
                                else
                                {
                                    m_Tamer.SendAsciiMessage(CliLoc.LocToString(502799));
                                    //m_Tamer.SendAsciiMessage("The {0} accepts you as its master.", m_Creature);
                                    m_Creature.Owners.Add(m_Tamer);
                                }
                            }

                            if (!m_Creature.Controlled && m_Creature.ControlMaster == null)
                            {
                                //m_Tamer.SendAsciiMessage("The {0} accepts you as its master.", m_Creature.Name);
                                m_Creature.SetControlMaster(m_Tamer);
                            }
                            else
                            {
                                m_Tamer.SendAsciiMessage("Someone else tamed that creature before you.");
                            }


                            m_Creature.IsBonded = false;

                            if (m_Tamer is PlayerMobile)
                            {
                                ((PlayerMobile)m_Tamer).EndPlayerAction();
                            }
                        }
                        else
                        {
                            m_Tamer.SendAsciiMessage(CliLoc.LocToString(502798)); // You fail to tame the creature.

                            if (m_Tamer is PlayerMobile)
                            {
                                ((PlayerMobile)m_Tamer).EndPlayerAction();
                            }
                        }
                    }
                }
Example #14
0
        public override bool OnBeforeDeath()
        {
            if (m_TrueForm)
            {
                #region Taran: Reward all attackers
                List <DamageEntry> rights2       = DamageEntries;
                List <Mobile>      toGiveGold    = new List <Mobile>();
                List <Mobile>      toGiveItem    = new List <Mobile>();
                List <Mobile>      toRemove      = new List <Mobile>();
                List <int>         GoldToRecieve = new List <int>();

                for (int i = 0; i < rights2.Count; ++i)
                {
                    DamageEntry de = rights2[i];

                    //Only players get rewarded
                    if (de.HasExpired || !de.Damager.Player)
                    {
                        DamageEntries.RemoveAt(i);
                        continue;
                    }

                    toGiveGold.Add(de.Damager);
                    GoldToRecieve.Add(de.DamageGiven * 10); //Player gets 10 times the damage dealt in gold

                    if (de.DamageGiven > 1000)              //Players doing more than 1000 damage gets a random weapon or armor
                    {
                        toGiveItem.Add(de.Damager);
                    }
                }

                foreach (Mobile m in toGiveGold)
                {
                    if (m is PlayerMobile)
                    {
                        int amountofgold = GoldToRecieve[toGiveGold.IndexOf(m)];

                        if (amountofgold > 100000)
                        {
                            amountofgold = 100000; //Taran: Could be good with a max of 100k if damage bugs occur
                        }
                        if (amountofgold > 65000)
                        {
                            m.AddToBackpack(new BankCheck(amountofgold));
                        }
                        else
                        {
                            m.AddToBackpack(new Gold(amountofgold));
                        }

                        m.SendAsciiMessage("You dealt {0} damage to the champion and got {1} gold", amountofgold / 10, amountofgold);
                    }
                }

                foreach (Mobile m in toGiveItem)
                {
                    if (m is PlayerMobile)
                    {
                        Item item = Loot.RandomArmorOrShieldOrWeapon();

                        if (item is BaseWeapon)
                        {
                            BaseWeapon weapon = (BaseWeapon)item;
                            weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(6);
                            weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(6);
                            weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
                        }
                        else if (item is BaseArmor)
                        {
                            BaseArmor armor = (BaseArmor)item;
                            armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
                            armor.Durability      = (ArmorDurabilityLevel)Utility.Random(6);
                        }

                        m.AddToBackpack(item);
                        m.SendAsciiMessage("You dealt more than 1000 damage to the harrower, your reward is well deserved!");
                    }
                }

                //Remove all monsters within 20 tiles when the harrower is killed
                foreach (Mobile m in Map.GetMobilesInRange(Location, 20))
                {
                    if (m is BaseCreature && !(m is Harrower))
                    {
                        BaseCreature bc = (BaseCreature)m;
                        if (!(m is BaseMount) && m.Spawner == null && bc.LastOwner == null && !bc.Controlled)
                        {
                            toRemove.Add(m);
                        }
                    }
                }

                foreach (Mobile m in toRemove)
                {
                    if (m != null)
                    {
                        m.Delete();
                    }
                }
                #endregion

                List <DamageStore> rights = GetLootingRights(DamageEntries, HitsMax);

                for (int i = rights.Count - 1; i >= 0; --i)
                {
                    DamageStore ds = rights[i];

                    if (ds.m_HasRight && ds.m_Mobile is PlayerMobile)
                    {
                        PlayerMobile.ChampionTitleInfo.AwardHarrowerTitle((PlayerMobile)ds.m_Mobile);
                    }
                }

                if (!NoKillAwards)
                {
                    //GivePowerScrolls();

                    Map map = Map;

                    if (map != null)
                    {
                        for (int x = -16; x <= 16; ++x)
                        {
                            for (int y = -16; y <= 16; ++y)
                            {
                                double dist = Math.Sqrt(x * x + y * y);

                                if (dist <= 16)
                                {
                                    new GoodiesTimer(map, X + x, Y + y).Start();
                                }
                            }
                        }
                    }

                    for (int i = 0; i < m_Tentacles.Count; ++i)
                    {
                        Mobile m = m_Tentacles[i];

                        if (!m.Deleted)
                        {
                            m.Kill();
                        }
                    }

                    m_Tentacles.Clear();

                    if (m_GateItem != null)
                    {
                        m_GateItem.Delete();
                    }
                }

                return(base.OnBeforeDeath());
            }
            else
            {
                Morph();
                return(false);
            }
        }
Example #15
0
        private void GiveMagicItems()
        {
            ArrayList toGive = new ArrayList();

            LogHelper Logger = new LogHelper("HarrowerLoot.log", false);


            ArrayList allNonExpiredPMDamageEntries = new ArrayList();

            //New Looting method (Pix: 4/8/06)
            for (int i = 0; i < DamageEntries.Count; i++)
            {
                DamageEntry de = DamageEntries[i] as DamageEntry;
                if (de != null)
                {
                    Logger.Log(LogType.Text, string.Format("DE[{0}]: {1} ({2})", i, de.Damager, de.Damager != null ? de.Damager.Name : ""));
                    if (de.HasExpired)
                    {
                        Logger.Log(LogType.Text, string.Format("DE[{0}]: Expired", i));
                    }
                    else
                    {
                        if (de.Damager != null && !de.Damager.Deleted)
                        {
                            if (de.Damager is BaseCreature)
                            {
                                Logger.Log(LogType.Text, string.Format("DE[{0}]: BaseCreature", i));
                                BaseCreature bc = (BaseCreature)de.Damager;
                                if (bc.ControlMaster != null && !bc.ControlMaster.Deleted)
                                {
                                    //de.Damager = bc.ControlMaster;
                                    DamageEntry cmde = new DamageEntry(bc.ControlMaster);
                                    cmde.DamageGiven = de.DamageGiven;
                                    de = cmde;
                                    Logger.Log(LogType.Text, string.Format("DE[{0}]: New Damager: {1}", i, de.Damager.Name));
                                }
                            }

                            if (de.Damager is PlayerMobile)
                            {
                                Logger.Log(LogType.Text, string.Format("DE[{0}]: PlayerMobile", i));

                                if (de.Damager.Alive)
                                {
                                    Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Alive", i));

                                    bool bFound = false;
                                    for (int j = 0; j < allNonExpiredPMDamageEntries.Count; j++)
                                    {
                                        DamageEntry de2 = (DamageEntry)allNonExpiredPMDamageEntries[j];
                                        if (de2.Damager == de.Damager)
                                        {
                                            Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Found, adding damage", i));

                                            de2.DamageGiven += de.DamageGiven;
                                            bFound           = true;
                                            break;
                                        }
                                    }

                                    if (!bFound)
                                    {
                                        Logger.Log(LogType.Text, string.Format("DE[{0}]: PM not found, adding", i));
                                        allNonExpiredPMDamageEntries.Add(de);
                                    }
                                }
                            }
                        }
                    }
                }
            }

            //Remove any PMs that are over 100 tiles away
            ArrayList toRemove = new ArrayList();

            for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++)
            {
                DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i];
                if (de.Damager.GetDistanceToSqrt(this.Location) > 100)
                {
                    Logger.Log(LogType.Text, string.Format("Removing {0} for being too far away at death", de.Damager.Name));
                    toRemove.Add(allNonExpiredPMDamageEntries[i]);
                }
            }
            for (int i = 0; i < toRemove.Count; i++)
            {
                allNonExpiredPMDamageEntries.Remove(toRemove[i]);
            }

            int topDamage = 0;
            int minDamage = 0;

            for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++)
            {
                DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i];
                if (de.DamageGiven > topDamage)
                {
                    topDamage = de.DamageGiven;
                }

                Logger.Log(LogType.Text, string.Format("Non-Expired[{0}]: {1} (damage: {2})", i, de.Damager.Name, de.DamageGiven));
            }

            //Now filter on 'enough' damage
            if (HitsMax >= 3000)
            {
                minDamage = topDamage / 16;
            }
            else if (HitsMax >= 1000)
            {
                minDamage = topDamage / 8;
            }
            else if (HitsMax >= 200)
            {
                minDamage = topDamage / 4;
            }
            else
            {
                minDamage = topDamage / 2;
            }

            Logger.Log(LogType.Text, string.Format("HitsMax: {0}, TopDamage: {1}, MinDamage: {2}", HitsMax, topDamage, minDamage));


            for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++)
            {
                DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i];
                if (de.DamageGiven >= minDamage)
                {
                    toGive.Add(de.Damager);
                }
            }


            if (toGive.Count == 0)
            {
                return;
            }

            // Randomize
            for (int i = 0; i < toGive.Count; ++i)
            {
                int    rand = Utility.Random(toGive.Count);
                object hold = toGive[i];
                toGive[i]    = toGive[rand];
                toGive[rand] = hold;
            }

            Logger.Log(LogType.Text, "");             // new line
            Logger.Log(LogType.Text, "Randomized list of players:");
            for (int i = 0; i < toGive.Count; ++i)
            {
                Mobile mob = toGive[i] as Mobile;
                Logger.Log(LogType.Mobile, mob, "alive:" + mob.Alive.ToString());
            }

            Logger.Log(LogType.Text, "");             // new line
            Logger.Log(LogType.Text, "Begin loot distribution: Who/What:");

            // Loop goes until we've generated MaxGifts items.
            for (int i = 0; i < MaxGifts; ++i)
            {
                Item   reward = null;
                Mobile m      = (Mobile)toGive[i % toGive.Count];

                switch (Utility.Random(10))
                {
                case 0:                         // Power/Vanq Weapon
                case 1:
                case 2:                         // 3 in 10 chance
                {                               // 33% chance at best
                    reward = CreateWeapon((0.32 >= Utility.RandomDouble()) ? 5 : 4);
                    break;
                }

                case 3:                         // Fort/Invul Armor
                case 4:
                case 5:                         // 3 in 10 chance
                {                               // 33% chance at best
                    reward = CreateArmor((0.32 >= Utility.RandomDouble()) ? 5 : 4);
                    break;
                }

                case 6:                                 // hair/beard dye
                {                                       // 1 in 10 chance
                    if (Utility.RandomBool())
                    {
                        reward = new SpecialHairDye();
                    }
                    else
                    {
                        reward = new SpecialBeardDye();
                    }
                    break;
                }

                case 7:                                 // special cloth
                {                                       // 1 in 10 chance
                    reward = new UncutCloth(50);
                    if (Utility.RandomBool())
                    {
                        // best ore hues (vet rewards) + really dark 'evil cloth'
                        reward.Hue = Utility.RandomList(2213, 2219, 2207, 2425, 1109);
                    }
                    else
                    {
                        reward.Hue = 0x01;                                              // black cloth
                    }
                    break;
                }

                case 8:                                 // potted plant
                {                                       // 1 in 10 chance
                    switch (Utility.Random(11))
                    {
                    default:                                                    // should never happen
                    case 0: reward = new PottedCactus(); break;

                    case 1: reward = new PottedCactus1(); break;

                    case 2: reward = new PottedCactus2(); break;

                    case 3: reward = new PottedCactus3(); break;

                    case 4: reward = new PottedCactus4(); break;

                    case 5: reward = new PottedCactus5(); break;

                    case 6: reward = new PottedPlant(); break;

                    case 7: reward = new PottedPlant1(); break;

                    case 8: reward = new PottedPlant2(); break;

                    case 9: reward = new PottedTree(); break;

                    case 10: reward = new PottedTree1(); break;
                    }
                    break;
                }

                default:                                // Should never happen
                /* fall through*/

                case 9:                                 // Magic Item Drop
                {                                       // 1 in 10 chance
                    reward = Loot.RandomClothingOrJewelry();
                    if (reward != null)
                    {
                        int minLevel = 3;
                        int maxLevel = 3;
                        if (reward is BaseClothing)
                        {
                            ((BaseClothing)reward).SetRandomMagicEffect(minLevel, maxLevel);
                        }
                        else if (reward is BaseJewel)
                        {
                            ((BaseJewel)reward).SetRandomMagicEffect(minLevel, maxLevel);
                        }
                    }
                    break;
                }
                }

                if (reward != null)
                {
                    // Drop the new weapon into their backpack and send them a message.
                    m.SendMessage("You have received a special item!");
                    m.AddToBackpack(reward);

                    Logger.Log(LogType.Mobile, m, "alive:" + m.Alive.ToString());
                    Logger.Log(LogType.Item, reward, string.Format("Hue:{0}:Rare:{1}",
                                                                   reward.Hue,
                                                                   (reward is BaseWeapon || reward is BaseArmor || reward is BaseClothing || reward is BaseJewel) ? "False" : "True"));
                }
            }

            // done logging
            Logger.Finish();
        }
Example #16
0
            protected override void OnTick()
            {
                m_Count++;

                DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                if (!m_Tamer.InRange(m_Creature, 6))
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502795, m_Tamer.NetState); // You are too far away to continue taming.
                    Stop();
                }
                else if (!m_Tamer.CheckAlive())
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502796, m_Tamer.NetState); // You are dead, and cannot continue taming.
                    Stop();
                }
                else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature))
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049654, m_Tamer.NetState); // You do not have a clear path to the animal you are taming, and must cease your attempt.
                    Stop();
                }
                else if (!m_Creature.Tamable)
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState); // That creature cannot be tamed.
                    Stop();
                }
                else if (m_Creature.Controlled)
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502804, m_Tamer.NetState); // That animal looks tame already.
                    Stop();
                }
                else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                {
                    ;
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1005615, m_Tamer.NetState); // This animal has had too many owners and is too upset for you to tame.
                    Stop();
                }
                else if (MustBeSubdued(m_Creature))
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1054025, m_Tamer.NetState); // You must subdue this creature before you can tame it!
                    Stop();
                }
                else if (de != null && de.LastDamage > m_StartTime)
                {
                    m_Tamer.NextSkillTime = DateTime.Now;
                    m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502794, m_Tamer.NetState); // The animal is too angry to continue taming.
                    Stop();
                }
                else if (m_Count < m_MaxCount)
                {
                    m_Tamer.RevealingAction();

                    switch (Utility.Random(3))
                    {
                    case 0: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(502790, 4)); break;

                    case 1: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1005608, 6)); break;

                    case 2: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1010593, 4)); break;
                    }


                    //XP Gain
                    m_Tamer.GiveXP(5);

                    if (m_Creature.Paralyzed)
                    {
                        m_Paralyzed = true;
                    }
                }
                else
                {
                    m_Tamer.RevealingAction();
                    m_Tamer.NextSkillTime = DateTime.Now;

                    if (m_Creature.Paralyzed)
                    {
                        m_Paralyzed = true;
                    }


                    if (alreadyOwned || m_Tamer.Competences[CompType.Dressage].roll(m_Creature.DressageDD))
                    {
                        if (alreadyOwned)
                        {
                            m_Tamer.SendLocalizedMessage(502797); // That wasn't even challenging.
                        }
                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502799, m_Tamer.NetState); // It seems to accept you as master.
                            m_Creature.Owners.Add(m_Tamer);
                        }

                        m_Creature.SetControlMaster(m_Tamer);
                        m_Creature.IsBonded = false;
                    }
                    else
                    {
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502798, m_Tamer.NetState); // You fail to tame the creature.
                    }
                }
            }
Example #17
0
 private bool RemoveEntry(out DamageEntry entry)
 {
     return(Entries.TryDequeue(out entry));
 }
Example #18
0
 private void AddEntry(DamageEntry entry)
 {
     Entries.Enqueue(entry);
 }
Example #19
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, Core.AOS ? 7 : 6))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Vous vous êtes trop éloigné pour continuer de l'apprivoiser", m_Tamer.NetState);                           // You are too far away to continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Vous êtes morts et ne pouvez donc continuer de l'apprivoiser", m_Tamer.NetState);                           // You are dead, and cannot continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature) || !CanPath())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Tamer.SendMessage("Vous n'arrivez pas à suivre l'animal et devez donc cesser de l'apprivoiser"); // You do not have a clear path to the animal you are taming, and must cease your attempt.
                        Stop();
                    }
                    else if (!m_Creature.Tamable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Cette créature ne peut être apprivoisée", m_Tamer.NetState);                           // That creature cannot be tamed.
                        Stop();
                    }
                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Cet animal a déjà un maître", m_Tamer.NetState);                           // That animal looks tame already.
                        Stop();
                    }
                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Cet animal a eu suffisamment de maître dans le passé et souhaite qu'on le laisse tranquille", m_Tamer.NetState);                           // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                    }
                    else if (MustBeSubdued(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Vous devez assujetir cette créature avant de l'apprivoiser", m_Tamer.NetState);                           // You must subdue this creature before you can tame it!
                        Stop();
                    }
                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Cet animal est trop irrité pour être apprivoisé", m_Tamer.NetState);                           // The animal is too angry to continue taming.
                        Stop();
                    }
                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();

                        switch (Utility.Random(3))
                        {
                        case 0: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(502790, 4)); break;

                        case 1: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1005608, 6)); break;

                        case 2: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1010593, 4)); break;
                        }

                        if (!alreadyOwned)                           // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }
                    else
                    {
                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        if (!alreadyOwned)                           // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        double minSkill = m_Creature.MinTameSkill + (m_Creature.Owners.Count * 6.0);

                        if (minSkill > -24.9 && CheckMastery(m_Tamer, m_Creature))
                        {
                            minSkill = -24.9;                             // 50% at 0.0?
                        }
                        minSkill += 24.9;

                        if (CheckMastery(m_Tamer, m_Creature) || alreadyOwned || m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill - 25.0, minSkill + 25.0))
                        {
                            if (m_Creature.Owners.Count == 0)                               // First tame
                            {
                                if (m_Creature is GreaterDragon)
                                {
                                    ScaleSkills(m_Creature, 0.72, 0.90);                                                // 72% of original skills trainable to 90%
                                    m_Creature.Skills[SkillName.Magery].Base = m_Creature.Skills[SkillName.Magery].Cap; // Greater dragons have a 90% cap reduction and 90% skill reduction on magery
                                }
                                else if (m_Paralyzed)
                                {
                                    ScaleSkills(m_Creature, 0.86);                                       // 86% of original skills if they were paralyzed during the taming
                                }
                                else
                                {
                                    ScaleSkills(m_Creature, 0.90);                                       // 90% of original skills
                                }
                                if (m_Creature.StatLossAfterTame)
                                {
                                    ScaleStats(m_Creature, 0.50);
                                }
                            }

                            if (alreadyOwned)
                            {
                                m_Tamer.SendMessage("L'animal vient instinctivement près de vous");                                   // That wasn't even challenging.
                            }
                            else
                            {
                                m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "Il semble vous accepter comme maître", m_Tamer.NetState);                                   // It seems to accept you as master.
                                m_Creature.Owners.Add(m_Tamer);
                            }

                            m_Creature.SetControlMaster(m_Tamer);
                            m_Creature.IsBonded = false;
                        }
                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, false, "L'animal refuse de vous laisser approcher", m_Tamer.NetState);                               // You fail to tame the creature.
                        }
                    }
                }
Example #20
0
        public override bool OnBeforeDeath(Mobile m)
        {
            if (m is DespiseCreature despiseCreature && despiseCreature.Region != null && despiseCreature.Region.IsPartOf(GetType()) && !despiseCreature.Controlled && despiseCreature.Orb == null)
            {
                Dictionary <DespiseCreature, int> creatures = new Dictionary <DespiseCreature, int>();

                for (var index = 0; index < despiseCreature.DamageEntries.Count; index++)
                {
                    DamageEntry de = despiseCreature.DamageEntries[index];

                    if (de.Damager is DespiseCreature creat)
                    {
                        if (!creat.Controlled || creat.Orb == null)
                        {
                            continue;
                        }

                        if (creatures.ContainsKey(creat))
                        {
                            creatures[creat] += de.DamageGiven;
                        }
                        else
                        {
                            creatures[creat] = de.DamageGiven;
                        }
                    }
                }

                if (creatures.Count > 0)
                {
                    DespiseCreature topdam  = null;
                    int             highest = 0;

                    foreach (KeyValuePair <DespiseCreature, int> kvp in creatures)
                    {
                        if (topdam == null || kvp.Value > highest)
                        {
                            topdam  = kvp.Key;
                            highest = kvp.Value;
                        }
                    }

                    if (topdam != null && highest > 0)
                    {
                        int mobKarma = Math.Abs(despiseCreature.Karma);
                        int karma    = (int)((double)mobKarma / 10 * highest / despiseCreature.HitsMax);

                        if (karma < 1)
                        {
                            karma = 1;
                        }

                        if (despiseCreature.Karma > 0)
                        {
                            karma *= -1;
                        }

                        Mobile    master   = topdam.GetMaster();
                        Alignment oldAlign = topdam.Alignment;
                        int       power    = topdam.Power;
                        topdam.Karma += karma;
                        Alignment newAlign = topdam.Alignment;

                        if (master != null && karma > 0)
                        {
                            master.SendLocalizedMessage(1153281); // Your possessed creature has gained karma!
                        }
                        else if (master != null && karma < 0)
                        {
                            master.SendLocalizedMessage(1153282); // Your possessed creature has lost karma!
                        }
                        if (power < topdam.MaxPower)
                        {
                            topdam.Progress += despiseCreature.Power;

                            if (topdam.Power > power && master != null)
                            {
                                master.SendLocalizedMessage(1153294,
                                                            topdam.Name); // ~1_NAME~ has achieved a new threshold in power!
                            }
                        }
                        else if (master != null)
                        {
                            master.SendLocalizedMessage(1153309); // Your controlled creature cannot gain further power.
                        }
                        if (oldAlign != newAlign && newAlign != Alignment.Neutral && topdam.MaxPower < 15)
                        {
                            topdam.MaxPower = 15;

                            if (master != null)
                            {
                                master.SendLocalizedMessage(1153293, topdam.Name); // ~1_NAME~ is growing in strength.
                            }
                            topdam.Delta(MobileDelta.Noto);

                            topdam.FixedEffect(0x373A, 10, 30);
                            topdam.PlaySound(0x209);
                        }

                        if (master != null && master.Map != null && master.Map != Map.Internal &&
                            master.Backpack != null)
                        {
                            PutridHeart heart = new PutridHeart(Utility.RandomMinMax(despiseCreature.Power * 8,
                                                                                     despiseCreature.Power * 10));

                            if (!master.Backpack.TryDropItem(master, heart, false))
                            {
                                heart.MoveToWorld(master.Location, master.Map);
                            }
                        }
                    }
                }
            }

            return(base.OnBeforeDeath(m));
        }
Example #21
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, 6))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are too far away to continue taming.", m_Tamer.NetState);                           // You are too far away to continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are dead, and cannot continue taming.", m_Tamer.NetState);                           // You are dead, and cannot continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You do not have a clear path to the animal you are taming, and must cease your attempt.", m_Tamer.NetState);                           // You do not have a clear path to the animal you are taming, and must cease your attempt.
                        Stop();
                    }
                    else if (!m_Creature.Tamable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "That creature cannot be tamed.", m_Tamer.NetState);                           // That creature cannot be tamed.
                        Stop();
                    }
                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "That animal looks tame already.", m_Tamer.NetState);                           // That animal looks tame already.
                        Stop();
                    }
                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "This animal has had too many owners and is too upset for you to tame.", m_Tamer.NetState);                           // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                    }
                    else if (MustBeSubdued(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You must subdue this creature before you can tame it!", m_Tamer.NetState);                           // You must subdue this creature before you can tame it!
                        Stop();
                    }
                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "The animal is too angry to continue taming.", m_Tamer.NetState);                           // The animal is too angry to continue taming.
                        Stop();
                    }
                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();

                        string name = m_Creature.Name.ToString();
                        name = name.Replace("a ", "");
                        name = name.Replace("an ", "");

                        switch (Utility.Random(9))
                        {
                        case 1: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, String.Format("Here {0}.", name)); break;

                        case 3: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, String.Format("Nice {0}.", name)); break;

                        case 5: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, String.Format("Good {0}.", name)); break;

                        case 7: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "I've always wanted a pet like you."); break;

                        case 8: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Don't be afraid."); break;

                        case 9: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "I won't hurt you."); break;
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }
                    else
                    {
                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = DateTime.Now;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        double minSkill = m_Creature.MinTameSkill + (m_Creature.Owners.Count * 6.0);

                        if (minSkill > -24.9 && CheckMastery(m_Tamer, m_Creature))
                        {
                            minSkill = -24.9;                             // 50% at 0.0?
                        }
                        minSkill += 24.9;

                        if (alreadyOwned || m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill - 25.0, minSkill + 25.0))
                        {
                            if (m_Creature.Owners.Count == 0)                               // First tame
                            {
                                if (m_Paralyzed)
                                {
                                    ScaleSkills(m_Creature, 0.86);                                       // 86% of original skills if they were paralyzed during the taming
                                }
                                else
                                {
                                    ScaleSkills(m_Creature, 0.90);                                       // 90% of original skills
                                }
                                if (m_Creature.StatLossAfterTame)
                                {
                                    ScaleStats(m_Creature, 0.50);
                                }

                                if (Core.SE)
                                {
                                    AdjustSkillCaps(m_Creature);
                                }
                            }

                            if (alreadyOwned)
                            {
                                m_Tamer.SendAsciiMessage("That wasn't even challenging.");                                   // That wasn't even challenging.
                            }
                            else
                            {
                                m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "It seems to accept you as master.", m_Tamer.NetState);                                   // It seems to accept you as master.
                                m_Creature.Owners.Add(m_Tamer);
                            }

                            m_Creature.SetControlMaster(m_Tamer);
                            m_Creature.IsBonded = false;
                        }
                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You fail to tame the creature.", m_Tamer.NetState);                               // You fail to tame the creature.
                        }
                    }
                }
Example #22
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, m_Creature.EraAOS ? 7 : 6))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502795, m_Tamer.NetState);
                        // You are too far away to continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502796, m_Tamer.NetState);
                        // You are dead, and cannot continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature) || !CanPath())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Tamer.SendLocalizedMessage(1049654);
                        // You do not have a clear path to the animal you are taming, and must cease your attempt.
                        Stop();
                    }
                    else if (!m_Creature.Tamable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState);
                        // That creature cannot be tamed.
                        Stop();
                    }
                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502804, m_Tamer.NetState);
                        // That animal looks tame already.
                        Stop();
                    }
                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1005615, m_Tamer.NetState);
                        // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                    }
                    else if (MustBeSubdued(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1054025, m_Tamer.NetState);
                        // You must subdue this creature before you can tame it!
                        Stop();
                    }
                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502794, m_Tamer.NetState);
                        // The animal is too angry to continue taming.
                        Stop();
                    }
                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();

                        switch (Utility.Random(3))
                        {
                        case 0:
                            m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(502790, 4));
                            break;

                        case 1:
                            m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1005608, 6));
                            break;

                        case 2:
                            m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1010593, 4));
                            break;
                        }

                        if (!alreadyOwned)                         // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }
                    else
                    {
                        Skill tskill = m_Tamer.Skills[SkillName.AnimalLore];
                        Conquests.CheckProgress <SkillConquest>(m_Tamer as PlayerMobile, tskill);

                        tskill = m_Tamer.Skills[SkillName.AnimalTaming];
                        Conquests.CheckProgress <SkillConquest>(m_Tamer as PlayerMobile, tskill);

                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = DateTime.UtcNow;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        if (!alreadyOwned)                         // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        double minSkill = m_Creature.MinTameSkill + (m_Creature.Owners.Count * 6.0);

                        if (minSkill > -24.9 && CheckMastery(m_Tamer, m_Creature))
                        {
                            minSkill = -24.9;                             // 50% at 0.0?
                        }

                        minSkill += 24.9;

                        if (CheckMastery(m_Tamer, m_Creature) || alreadyOwned ||
                            m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill - 25.0, minSkill + 25.0))
                        {
                            if (m_Creature.Owners.Count == 0)                             // First tame
                            {
                                if (m_Creature is GreaterDragon)
                                {
                                    ScaleSkills(m_Creature, 0.72, 0.90);                                     // 72% of original skills trainable to 90%
                                    m_Creature.Skills[SkillName.Magery].Base = m_Creature.Skills[SkillName.Magery].Cap;
                                    // Greater dragons have a 90% cap reduction and 90% skill reduction on magery
                                }
                                else if (m_Paralyzed)
                                {
                                    ScaleSkills(m_Creature, 0.86);                                     // 86% of original skills if they were paralyzed during the taming
                                }
                                else
                                {
                                    ScaleSkills(m_Creature, 0.90);                                     // 90% of original skills
                                }

                                if (m_Creature.StatLossAfterTame)
                                {
                                    ScaleStats(m_Creature, 0.50);
                                }
                            }

                            if (alreadyOwned)
                            {
                                m_Tamer.SendLocalizedMessage(502797);                                 // That wasn't even challenging.
                            }
                            else
                            {
                                m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502799, m_Tamer.NetState);
                                // It seems to accept you as master.
                                m_Creature.Owners.Add(m_Tamer);
                            }

                            m_Creature.SetControlMaster(m_Tamer);
                            m_Creature.IsBonded  = false;
                            m_Creature.Combatant = null;
                            m_Creature.Warmode   = false;

                            if (!alreadyOwned)
                            {
                                Conquests.CheckProgress <CreatureTamingConquest>(m_Tamer as PlayerMobile, m_Creature);
                            }

                            Conquests.CheckProgress <ObtainConquest>(m_Tamer as PlayerMobile, m_Creature);

                            m_Creature.ControlOrder  = OrderType.Follow;
                            m_Creature.ControlTarget = m_Tamer;

                            DiscordanceInfo info = Discordance.GetDiscord(m_Creature);
                            if (info != null && info.From == m_Tamer)
                            {
                                info.Ending  = true;
                                info.EndTime = DateTime.UtcNow + TimeSpan.FromSeconds(15);
                            }
                        }
                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502798, m_Tamer.NetState);
                            // You fail to tame the creature.
                        }
                    }
                }
Example #23
0
    public DamageEntry AddEntry(string fullName)
    {
        string partName = "Head";

        if (fullName.ToLower().Contains("arm"))
        {
            if (fullName.ToLower().Contains("left"))
            {
                partName = "Left Arm";
            }
            else
            {
                partName = "Right Arm";
            }
        }
        else if (fullName.ToLower().Contains("head"))
        {
            partName = "Head";
        }
        else if (fullName.ToLower().Contains("leg"))
        {
            if (fullName.ToLower().Contains("left"))
            {
                partName = "Left Leg";
            }
            else
            {
                partName = "Right Leg";
            }
        }
        else if (
            fullName.ToLower().Contains("hips") ||
            fullName.ToLower().Contains("torso"))
        {
            partName = "Torso";
        }

        GameObject obj = Instantiate(
            gameManager.GetPrefab("DamageUIEntry"), transform);
        DamageEntry entry = obj.GetComponent <DamageEntry>();

        string component =
            partName.ToLower().Contains("head") ?
            headComponents[Random.Range(0, headComponents.Count)] :
            genericComponents[Random.Range(0, genericComponents.Count)];


        string damageText = string.Format(
            "{0} {1} on {2}",
            damageDescriptions[Random.Range(0, damageDescriptions.Count)],
            component,
            partName
            ).ToLower();

        entry.Text = damageText.First().ToString().ToUpper() + damageText.Substring(1);

        RectTransform part;

        switch (partName)
        {
        case "Head":
            part = headArea;
            break;

        case "LeftArm":
            part = leftArmArea;
            break;

        case "RightArm":
            part = rightArmArea;
            break;

        case "LeftLeg":
            part = leftLegArea;
            break;

        case "RightLeg":
            part = rightLegArea;
            break;

        default:
            part = torsoArea;
            break;
        }

        entry.Marker.transform.SetParent(part.transform);
        Vector2 pos = new Vector2(
            Random.Range(0, headArea.sizeDelta.x),
            Random.Range(0, -headArea.sizeDelta.y)
            );

        entry.Marker.anchoredPosition = pos;

        return(entry);
    }
                protected override void OnTick()
                {
                    m_Count++;

                    if (isCreature)
                    {
                        DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                        bool        alreadyOwned = m_Creature.Owners.Contains(m_From);

                        if (!m_From.InRange(m_Creature, 6))
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are too far away to continue hypnotizing.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_From.CheckAlive())
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are dead, and cannot continue hypnotizing.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_Creature.CheckAlive())
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "The creature is dead, so you cannot continue hypnotizing it.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Creature.Controlled && m_Creature.ControlMaster == m_From)
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "The creature will already obey you.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_From.CanSee(m_Creature) || !m_From.InLOS(m_Creature))
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You do not have a clear path to the creature you are hypnotizing, and must cease your attempt.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Creature.Frozen && m_Creature.Paralyzed)
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "It appears to be already in a trance.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Count < m_FullCount)
                        {
                            m_From.RevealingAction();

                            switch (Utility.Random(5))
                            {
                            case 0: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "You are getting sleepy....", false); break;

                            case 1: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Look into my eyes....", false); break;

                            case 2: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Look deep into my eyes....", false); break;

                            case 3: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Your eyes are getting very heavy....", false); break;

                            case 4: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Sleepy....very sleepy....", false); break;
                            }

                            if (!alreadyOwned) // Passively check animal lore for gain
                            {
                                m_From.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                            }
                        }
                        else
                        {
                            m_From.RevealingAction();
                            m_From.NextSkillTime = Core.TickCount;

                            double minSkill = (double)m_Creature.Int / 3.0;

                            if (minSkill < -10.0)
                            {
                                minSkill = -10.0;
                            }
                            if (minSkill > 90.0)
                            {
                                minSkill = 90.0;
                            }

                            minSkill += 8.3;

                            LokaiSkill    lokaiSkill = LokaiSkillUtilities.XMLGetSkills(m_From).Hypnotism;
                            SuccessRating rating     = LokaiSkillUtilities.CheckLokaiSkill(m_From, lokaiSkill, minSkill, alreadyOwned ? minSkill : minSkill + 40);

                            if (rating >= SuccessRating.PartialSuccess)
                            {
                                if (rating == SuccessRating.TooEasy)
                                {
                                    m_From.SendLocalizedMessage(502797); // That wasn't even challenging.
                                }
                                else
                                {
                                    m_From.SendMessage("You succeed in hypnotizing the creature.");
                                }

                                double duration = 15.0;
                                switch (rating)
                                {
                                case SuccessRating.PartialSuccess: break;

                                case SuccessRating.Success: duration += 5.0; break;

                                case SuccessRating.CompleteSuccess: duration += 15.0; break;

                                case SuccessRating.ExceptionalSuccess: duration += 25.0; break;

                                case SuccessRating.TooEasy: duration += 45; break;
                                }

                                m_Creature.Freeze(TimeSpan.FromSeconds(duration));
                                m_Creature.Paralyze(TimeSpan.FromSeconds(duration));
                                m_Creature.Pacify(m_From, DateTime.Now.AddSeconds(duration));
                            }
                            else
                            {
                                m_From.SendMessage("You fail to hypnotize the creature.");
                            }
                        }
                    }
                    else
                    {
                        DamageEntry de = m_Mobile.FindMostRecentDamageEntry(false);

                        if (!m_From.InRange(m_Mobile, 6))
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Mobile.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are too far away to continue hypnotizing.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_From.CheckAlive())
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Mobile.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You are dead, and cannot continue hypnotizing.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_From.CanSee(m_Mobile) || !m_From.InLOS(m_Mobile))
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_Mobile.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "You do not have a clear path to the person you are hypnotizing, and must cease your attempt.", m_From.NetState);
                            Stop();
                        }
                        else if (!m_Mobile.CheckAlive())
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "The person is dead, so you cannot continue hypnotizing them.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Mobile is BaseEscortable && ((BaseEscortable)m_Mobile).Controlled && ((BaseEscortable)m_Mobile).ControlMaster == m_From)
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "They will already obey you.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Mobile.Frozen && m_Mobile.Paralyzed)
                        {
                            m_From.NextSkillTime = Core.TickCount;
                            m_From.PrivateOverheadMessage(MessageType.Regular, 0x3B2, true, "They appear to be already in a trance.", m_From.NetState);
                            Stop();
                        }
                        else if (m_Count < m_FullCount)
                        {
                            m_From.RevealingAction();

                            switch (Utility.Random(5))
                            {
                            case 0: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "You are getting sleepy....", false); break;

                            case 1: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Look into my eyes....", false); break;

                            case 2: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Look deep into my eyes....", false); break;

                            case 3: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Your eyes are getting very heavy....", false); break;

                            case 4: m_From.PublicOverheadMessage(MessageType.Regular, 0x3B2, true, "Sleepy....very sleepy....", false); break;
                            }

                            m_From.CheckTargetSkill(SkillName.EvalInt, m_Mobile, 0.0, 120.0);
                        }
                        else
                        {
                            m_From.RevealingAction();
                            m_From.NextSkillTime = Core.TickCount;

                            m_From.CheckTargetSkill(SkillName.EvalInt, m_Mobile, 0.0, 120.0);

                            double minSkill = (double)m_Mobile.Int / 3.0;

                            if (minSkill < -10.0)
                            {
                                minSkill = -10.0;
                            }
                            if (minSkill > 90.0)
                            {
                                minSkill = 90.0;
                            }

                            minSkill += 10.0;

                            LokaiSkill    lokaiSkill = LokaiSkillUtilities.XMLGetSkills(m_From).Hypnotism;
                            SuccessRating rating     = LokaiSkillUtilities.CheckLokaiSkill(m_From, lokaiSkill, minSkill, minSkill + 40);

                            if (rating >= SuccessRating.PartialSuccess)
                            {
                                double duration = 15.0;
                                switch (rating)
                                {
                                case SuccessRating.PartialSuccess: break;

                                case SuccessRating.Success: duration += 5.0; break;

                                case SuccessRating.CompleteSuccess: duration += 15.0; break;

                                case SuccessRating.ExceptionalSuccess: duration += 25.0; break;

                                case SuccessRating.TooEasy: duration += 45; break;
                                }
                                m_From.SendMessage("You successfully put your subject in a trance.");

                                Mobile master = null;

                                if (m_Mobile is BaseEscortable)
                                {
                                    BaseEscortable target = (BaseEscortable)m_Mobile;
                                    if (((BaseEscortable)m_Mobile).Controlled)
                                    {
                                        master = target.ControlMaster;
                                    }
                                    target.Controlled    = true;
                                    target.ControlMaster = m_From;
                                    m_From.SendMessage("The target will obey you for {0} seconds.", duration.ToString("F1"));
                                    new EscortableTimer(m_From, master, target, (int)duration).Start();
                                }
                                else
                                {
                                    m_Mobile.Freeze(TimeSpan.FromSeconds(duration));
                                    m_Mobile.Paralyze(TimeSpan.FromSeconds(duration));
                                    m_Mobile.SendMessage("You have been hypnotized!");
                                    m_From.SendGump(new HypnotismGump(m_From, m_Mobile, duration, 1));
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You fail to hypnotize your subject.");
                            }
                        }
                    }
                }
Example #25
0
 private bool AddEntry(DamageEntry entry)
 {
     return(Entries.TryAdd(Entries.Count, entry));
 }
Example #26
0
 public void AddDamageMarker(DamageEntry entry)
 {
     entry.Part = this;
     damageEntries.Add(entry);
 }
        public override void OnDeath(Container c)
        {
            #region Taran: Reward all attackers
            List <DamageEntry> rights        = DamageEntries;
            List <Mobile>      toGiveGold    = new List <Mobile>();
            List <Mobile>      toGiveItem    = new List <Mobile>();
            List <Mobile>      toRemove      = new List <Mobile>();
            List <int>         GoldToRecieve = new List <int>();

            for (int i = 0; i < rights.Count; ++i)
            {
                DamageEntry de = rights[i];

                //Only players get rewarded
                if (de.HasExpired || !de.Damager.Player)
                {
                    DamageEntries.RemoveAt(i);
                    continue;
                }

                toGiveGold.Add(de.Damager);
                GoldToRecieve.Add(de.DamageGiven * 5); //Player gets 5 times the damage dealt in gold

                if (de.DamageGiven > 700)              //Players doing more than 700 damage gets a random weapon or armor
                {
                    toGiveItem.Add(de.Damager);
                }
            }

            foreach (Mobile m in toGiveGold)
            {
                if (m is PlayerMobile)
                {
                    int amountofgold = GoldToRecieve[toGiveGold.IndexOf(m)];

                    if (amountofgold > 100000)
                    {
                        amountofgold = 100000; //Taran: Could be good with a max of 100k if damage bugs occur
                    }
                    if (amountofgold > 65000)
                    {
                        m.AddToBackpack(new BankCheck(amountofgold));
                    }
                    else
                    {
                        m.AddToBackpack(new Gold(amountofgold));
                    }

                    m.SendAsciiMessage("You dealt {0} damage to the monster and got {1} gold", amountofgold / 5, amountofgold);
                }
            }

            foreach (Mobile m in toGiveItem)
            {
                if (m is PlayerMobile)
                {
                    Item item = Loot.RandomArmorOrShieldOrWeapon();

                    if (item is BaseWeapon)
                    {
                        BaseWeapon weapon = (BaseWeapon)item;
                        weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(6);
                        weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(6);
                        weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
                    }
                    else if (item is BaseArmor)
                    {
                        BaseArmor armor = (BaseArmor)item;
                        armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
                        armor.Durability      = (ArmorDurabilityLevel)Utility.Random(6);
                    }

                    m.AddToBackpack(item);
                    m.SendAsciiMessage("You dealt more than 700 damage to the Fire Spirit, your reward is well deserved!");
                }
            }
            #endregion

            List <Mobile> explosionDamage = new List <Mobile>();
            foreach (Mobile m in Map.GetMobilesInRange(Location, 5))
            {
                if (!(m is FireSpirit))
                {
                    explosionDamage.Add(m);
                }
            }


            for (int i = 0; i < explosionDamage.Count; i++)
            {
                Mobile m = explosionDamage[i];
                m.Damage(5);
                m.FixedParticles(0x36BD, 20, 2, 5044, EffectLayer.Head);
            }

            base.OnDeath(c);
        }
Example #28
0
 private bool RemoveEntry(int key, DamageEntry entry)
 {
     return(Entries.TryRemove(key, out entry));
 }
Example #29
0
                protected override void OnTick()
                {
                    m_Count++;

                    DamageEntry de           = m_Creature.FindMostRecentDamageEntry(false);
                    bool        alreadyOwned = m_Creature.Owners.Contains(m_Tamer);

                    if (!m_Tamer.InRange(m_Creature, 6))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502795, m_Tamer.NetState);                           // You are too far away to continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CheckAlive())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502796, m_Tamer.NetState);                           // You are dead, and cannot continue taming.
                        Stop();
                    }
                    else if (!m_Tamer.CanSee(m_Creature) || !m_Tamer.InLOS(m_Creature) || !CanPath())
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049654, m_Tamer.NetState);                           // You do not have a clear path to the animal you are taming, and must cease your attempt.
                        Stop();
                    }
                    else if (!m_Creature.Tamable)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState);                           // That creature cannot be tamed.
                        Stop();
                    }
                    else if (m_Creature.Controlled)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502804, m_Tamer.NetState);                           // That animal looks tame already.
                        Stop();
                    }
                    else if (m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains(m_Tamer))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1005615, m_Tamer.NetState);                           // This animal has had too many owners and is too upset for you to tame.
                        Stop();
                    }
                    else if (MustBeSubdued(m_Creature))
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 1054025, m_Tamer.NetState);                           // You must subdue this creature before you can tame it!
                        Stop();
                    }
                    else if (de != null && de.LastDamage > m_StartTime)
                    {
                        m_BeingTamed.Remove(m_Creature);
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502794, m_Tamer.NetState);                           // The animal is too angry to continue taming.
                        Stop();
                    }
                    else if (m_Count < m_MaxCount)
                    {
                        m_Tamer.RevealingAction();

                        switch (Utility.Random(3))
                        {
                        case 0: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(502790, 4)); break;

                        case 1: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1005608, 6)); break;

                        case 2: m_Tamer.PublicOverheadMessage(MessageType.Regular, 0x3B2, Utility.Random(1010593, 4)); break;
                        }

                        if (!alreadyOwned)                           // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }
                    }
                    else
                    {
                        m_Tamer.RevealingAction();
                        m_Tamer.NextSkillTime = Core.TickCount;
                        m_BeingTamed.Remove(m_Creature);

                        if (m_Creature.Paralyzed)
                        {
                            m_Paralyzed = true;
                        }

                        if (!alreadyOwned)                           // Passively check animal lore for gain
                        {
                            m_Tamer.CheckTargetSkill(SkillName.AnimalLore, m_Creature, 0.0, 120.0);
                        }

                        double minSkill = m_Creature.MinTameSkill + (m_Creature.Owners.Count * 6.0);

                        if (minSkill > -24.9 && CheckMastery(m_Tamer, m_Creature))
                        {
                            minSkill = -24.9;                             // 50% at 0.0?
                        }
                        minSkill += 24.9;

                        if (CheckMastery(m_Tamer, m_Creature) || alreadyOwned || m_Tamer.CheckTargetSkill(SkillName.AnimalTaming, m_Creature, minSkill - 25.0, minSkill + 25.0))
                        {
                            if (m_Creature.Owners.Count == 0)                               // First tame
                            {
                                if (m_Paralyzed)
                                {
                                    ScaleSkills(m_Creature, 0.86);                                       // 86% of original skills if they were paralyzed during the taming
                                }
                                else
                                {
                                    ScaleSkills(m_Creature, 0.90);                                       // 90% of original skills
                                }
                                if (m_Creature.StatLossAfterTame)
                                {
                                    ScaleStats(m_Creature, 0.50);
                                }
                            }

                            if (alreadyOwned)
                            {
                                m_Tamer.SendLocalizedMessage(502797);                                   // That wasn't even challenging.
                            }
                            else
                            {
                                m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502799, m_Tamer.NetState);                                   // It seems to accept you as master.
                                m_Creature.Owners.Add(m_Tamer);
                            }

                            m_Creature.SetControlMaster(m_Tamer);

                            m_Creature.RangeHome = -1;
                            m_Creature.Home      = new Point3D(0, 0, 0);

                            m_Creature.IsBonded = false;
                        }
                        else
                        {
                            m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502798, m_Tamer.NetState);                               // You fail to tame the creature.
                        }
                    }
                }
Example #30
0
        public void DistribuirPontosDeExperiencia()
        {
            for (int contador = (this.DanosInfligidos.Count - 1); contador >= 0; --contador)
            {
                if (contador >= this.DanosInfligidos.Count)
                {
                    continue;
                }

                DamageEntry danoInfligido = (DamageEntry)this.DanosInfligidos[contador];

                if (danoInfligido.HasExpired)
                {
                    continue;
                }

                Mobile atacante = danoInfligido.Damager;

                if (atacante == null || atacante.Deleted || !atacante.Player)
                {
                    continue;
                }
                else if (atacante == null || atacante.Deleted)
                {
                    continue;
                }

                if (atacante is BaseCreature)
                {
                    BaseCreature criatura = (BaseCreature)atacante;
                    if (criatura.Controlled && criatura.ControlMaster != null)
                    {
                        atacante = criatura.ControlMaster;
                    }
                    else if (criatura.Summoned && criatura.SummonMaster != null)
                    {
                        atacante = criatura.SummonMaster;
                    }
                }
                else if (atacante is PlayerMobile)
                {
                    if (this.AssassinadoPor is BaseGuard)
                    {
                        atacante.SendMessage("Os guardas fizeram o trabalho sujo! Você não recebe pontos de experiência.");
                    }
                    else if ((this.Domado && this.MestreDomador != null) || (this.MestreDomador == atacante) || (this.Invocado && this.MestreBruxo != null) || this.CriaturaRessureta)
                    {
                        if (this.Invocado && this.MestreBruxo != null)
                        {
                            atacante.SendMessage("Você matou um monstro invocado, e não recebe pontos de experiência.");
                        }
                        else if (this.MestreDomador == atacante || this.CriaturaRessureta)
                        {
                            atacante.SendMessage("Você matou um animal domado e não recebe pontos de experiência.");
                        }
                    }
                    else
                    {
                        PlayerMobile jogadorAtacante   = atacante as PlayerMobile;
                        int          pontosExperiencia = this.CalcularValorGanhoComExperiencia(jogadorAtacante.Fame);

                        if (pontosExperiencia < 0)
                        {
                            pontosExperiencia = 0;
                        }

                        jogadorAtacante.SendMessage("Você recebeu {0} pontos de experiência", pontosExperiencia);
                        ControladorODBC.ODBCConcederPontosXP(jogadorAtacante.Account.Username, jogadorAtacante.Name, pontosExperiencia);
                    }
                }
            }
        }