protected override void OnTarget(Mobile from, object targeted) { if (m_Bandaid.Deleted) { return; } if (targeted is Mobile) { if (from.InRange(m_Bandaid.GetWorldLocation(), Core.AOS ? 2 : 1)) { if (BandaidContext.BeginHeal(from, (Mobile)targeted) != null) { m_Bandaid.Consume(); } } else { from.SendLocalizedMessage(500295); // You are too far away to do that. } } else { from.SendLocalizedMessage(500970); // Bandaids can not be used on that. } }
public static BandaidContext BeginHeal(Mobile healer, Mobile patient) { bool isDeadPet = (patient is BaseCreature && ((BaseCreature)patient).IsDeadPet); if (patient is Golem) { healer.SendLocalizedMessage(500970); // Bandaids cannot be used on that. } else if (patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead) { healer.SendLocalizedMessage(500951); // You cannot heal that. } else if (!patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding(patient) && !isDeadPet) { healer.SendLocalizedMessage(500955); // That being is not damaged! } else if (!patient.Alive && (patient.Map == null || !patient.Map.CanFit(patient.Location, 16, false, false))) { healer.SendLocalizedMessage(501042); // Target cannot be resurrected at that location. } else if (healer.CanBeBeneficial(patient, true, true)) { healer.DoBeneficial(patient); bool onSelf = (healer == patient); int dex = healer.Dex; double seconds; double resDelay = (patient.Alive ? 0.0 : 5.0); if (onSelf) { if (Core.AOS) { seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm } else { seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } } else { if (Core.AOS && GetPrimarySkill(patient) == SkillName.Veterinary) { //if ( dex >= 40 ) seconds = 2.0; //else // seconds = 3.0; } else { if (dex >= 100) { seconds = 3.0 + resDelay; } else if (dex >= 40) { seconds = 4.0 + resDelay; } else { seconds = 5.0 + resDelay; } } } BandaidContext context = GetContext(healer); if (context != null) { context.StopHeal(); } context = new BandaidContext(healer, patient, TimeSpan.FromSeconds(seconds)); m_Table[healer] = context; if (!onSelf) { patient.SendLocalizedMessage(1008078, false, healer.Name); // : Attempting to heal you. } healer.SendLocalizedMessage(500956); // You begin applying the Bandaids. return(context); } return(null); }
public static BandaidContext BeginHeal( Mobile healer, Mobile patient ) { bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet ); if ( patient is Golem ) { healer.SendLocalizedMessage( 500970 ); // Bandaids cannot be used on that. } else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead ) { healer.SendLocalizedMessage( 500951 ); // You cannot heal that. } else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet ) { healer.SendLocalizedMessage( 500955 ); // That being is not damaged! } else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) ) { healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location. } else if ( healer.CanBeBeneficial( patient, true, true ) ) { healer.DoBeneficial( patient ); bool onSelf = ( healer == patient ); int dex = healer.Dex; double seconds; double resDelay = ( patient.Alive ? 0.0 : 5.0 ); if ( onSelf ) { if ( Core.AOS ) seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm else seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } else { if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary ) { //if ( dex >= 40 ) seconds = 2.0; //else // seconds = 3.0; } else { if ( dex >= 100 ) seconds = 3.0 + resDelay; else if ( dex >= 40 ) seconds = 4.0 + resDelay; else seconds = 5.0 + resDelay; } } BandaidContext context = GetContext( healer ); if ( context != null ) context.StopHeal(); context = new BandaidContext( healer, patient, TimeSpan.FromSeconds( seconds ) ); m_Table[healer] = context; if ( !onSelf ) patient.SendLocalizedMessage( 1008078, false, healer.Name ); // : Attempting to heal you. healer.SendLocalizedMessage( 500956 ); // You begin applying the Bandaids. return context; } return null; }
public InternalTimer(BandaidContext context, TimeSpan delay) : base(delay) { m_Context = context; Priority = TimerPriority.FiftyMS; }
public InternalTimer( BandaidContext context, TimeSpan delay ) : base( delay ) { m_Context = context; Priority = TimerPriority.FiftyMS; }