/// <summary> /// Fully refreshes the targetted player. /// Prevents any type of pre-casting or other advantages. /// </summary> /// <param name="targ"> The target to be refreshed</param> public static void RefreshPlayer( PlayerMobile targ ) { try { if (!targ.Alive) { Mobile m = (Mobile)targ; m.Resurrect(); } targ.Mana = targ.ManaMax; targ.Hits = targ.HitsMax; targ.Stam = targ.StamMax; targ.Poison = null; targ.Say("*Refreshed!*"); targ.Say("*Debuffed!*"); if (targ.Target != null) targ.Say("I have pre-casted..."); Server.Targeting.Target.Cancel(targ); if (targ.MeleeDamageAbsorb > 0) { targ.MeleeDamageAbsorb = 0; targ.EndAction(typeof(RechargeSpell)); targ.SendMessage("Reactive armor has been nullified."); } if (targ.MagicDamageAbsorb > 0) { targ.MagicDamageAbsorb = 0; targ.SendMessage("Magic Reflection has been nullified."); } StatMod mod; mod = targ.GetStatMod("[Magic] Str Offset"); if (mod != null) targ.RemoveStatMod("[Magic] Str Offset"); mod = targ.GetStatMod("[Magic] Dex Offset"); if (mod != null) targ.RemoveStatMod("[Magic] Dex Offset"); mod = targ.GetStatMod("[Magic] Int Offset"); if (mod != null) targ.RemoveStatMod("[Magic] Int Offset"); targ.Paralyzed = false; BuffInfo.RemoveBuff(targ, BuffIcon.Clumsy); BuffInfo.RemoveBuff(targ, BuffIcon.FeebleMind); BuffInfo.RemoveBuff(targ, BuffIcon.Weaken); BuffInfo.RemoveBuff(targ, BuffIcon.MassCurse); BuffInfo.RemoveBuff(targ, BuffIcon.Agility); BuffInfo.RemoveBuff(targ, BuffIcon.Cunning); BuffInfo.RemoveBuff(targ, BuffIcon.Strength); BuffInfo.RemoveBuff(targ, BuffIcon.Bless); } catch (Exception e) { Console.WriteLine("Error : " + e.Message); Console.WriteLine("Location : refresh() in Manager.cs"); } }