예제 #1
0
            private void healNow()
            {
                int  healerMessage            = -1;
                int  patientMessage           = -1;
                int  poisonMessage            = -1;
                bool playSound                = false;
                bool tryToObtainBloodyBandage = false;

                //El healer está muerto.
                if (!healer.Alive)
                {
                    healerMessage  = 500962;                    // You were unable to finish your work before you died.
                    patientMessage = -1;
                    playSound      = false;

                    //El healer está muy lejos del patient.
                }
                else if (!healer.InRange(patient, Bandage.range))
                {
                    healerMessage  = 500963;                    // You did not stay close enough to heal your target.
                    patientMessage = -1;
                    playSound      = false;

                    tryToObtainBloodyBandage = true;

                    //El patient está vivo.
                }
                else if (patient.Alive)
                {
                    //Le falta vida.
                    if (patient.Hits < patient.HitsMax)
                    {
                        double antm = healer.Skills.Anatomy.Value;
                        double heal = healer.Skills.Healing.Value;

                        double chance;
                        if (healer.Hunger < 7 /* TODO Food factor!! */)
                        {
                            chance = ((antm + heal) / 200) * (healer.Hunger / 7);                             //TODO food factor!!
                        }
                        else
                        {
                            chance = (antm + heal) / 200;
                        }

                        //TODO pAcierto=100-{(100-pAcierto) 0}

                        if (UtilityUOT.checkChance(chance))
                        {
                            double hmax;
                            double hmin;
                            if (healer.Warmode)                              //TODO Ambas manos libres, no sólo en modo warmode.
                            {
                                hmax = Bandage.maxHealingBussy * (antm + heal) / 200;
                                hmin = hmax * Bandage.minHealingFactorBussy;
                            }
                            else
                            {
                                hmax = Bandage.maxHealingFree * (antm + heal) / 200;
                                hmin = hmax * Bandage.minHealingFactorFree;
                            }
                            double h = new Random().NextDouble() * (hmax - hmin) + hmin;
                            double toHeal;
                            if (h > (patient.HitsMax - patient.Hits))
                            {
                                toHeal = patient.HitsMax - patient.Hits;
                            }
                            else
                            {
                                toHeal = h;
                            }
                            patient.Heal((int)Math.Round(toHeal), healer, true);

                            healerMessage  = 500969;                            // You finish applying the bandages.
                            patientMessage = -1;
                            playSound      = true;
                        }
                        else
                        {
                            healerMessage = 500968;                             // You apply the bandages, but they barely help.
                        }

                        tryToObtainBloodyBandage = true;
                    }

                    //Está envenenado.
                    if (patient.Poisoned)
                    {
                        //TODO
                        poisonMessage = 1010060;                         // You have failed to cure your target!
                    }
                }
                else                         //TODO Resucitar a los muertos
                {
                    healerMessage  = 500966; //You are unable to resurrect.
                    patientMessage = -1;
                    playSound      = false;
                }

                if (healerMessage != -1)
                {
                    healer.SendLocalizedMessage(healerMessage);
                }

                if (patientMessage != -1)
                {
                    patient.SendLocalizedMessage(patientMessage);
                }

                if (poisonMessage != -1)
                {
                    healer.SendLocalizedMessage(poisonMessage);
                }

                if (playSound)
                {
                    patient.PlaySound(0x57);
                }

                if (tryToObtainBloodyBandage)
                {
                    BloodyBandage.tryObtainBloodyBandage(healer);
                }
            }
예제 #2
0
파일: Bandage.cs 프로젝트: MythikGN/Mythik
        public void EndHeal()
        {
            StopHeal();

            int  healerNumber = -1, patientNumber = -1;
            bool playSound   = true;
            bool checkSkills = false;

            SkillName primarySkill   = GetPrimarySkill(m_Patient);
            SkillName secondarySkill = GetSecondarySkill(m_Patient);

            BaseCreature petPatient = m_Patient as BaseCreature;

            if (!m_Healer.Alive)
            {
                healerNumber  = 500962;                // You were unable to finish your work before you died.
                patientNumber = -1;
                playSound     = false;
            }
            else if (!m_Healer.InRange(m_Patient, Bandage.Range))
            {
                healerNumber  = 500963;                // You did not stay close enough to heal your target.
                patientNumber = -1;
                playSound     = false;
            }
            else if (!m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet))
            {
                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance  = ((healing - 68.0) / 50.0) - (m_Slips * 0.02);

                if (((checkSkills = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble()) ||
                    (Core.SE && petPatient is Factions.FactionWarHorse && petPatient.ControlMaster == m_Healer))                        //TODO: Dbl check doesn't check for faction of the horse here?
                {
                    if (m_Patient.Map == null || !m_Patient.Map.CanFit(m_Patient.Location, 16, false, false))
                    {
                        healerNumber  = 501042;                        // Target can not be resurrected at that location.
                        patientNumber = 502391;                        // Thou can not be resurrected there!
                    }
                    else if (m_Patient.Region != null && m_Patient.Region.IsPartOf("Khaldun"))
                    {
                        healerNumber  = 1010395;                        // The veil of death in this area is too strong and resists thy efforts to restore life.
                        patientNumber = -1;
                    }
                    else
                    {
                        healerNumber  = 500965;                        // You are able to resurrect your patient.
                        patientNumber = -1;

                        m_Patient.PlaySound(0x214);
                        m_Patient.FixedEffect(0x376A, 10, 16);

                        if (petPatient != null && petPatient.IsDeadPet)
                        {
                            Mobile master = petPatient.ControlMaster;

                            if (master != null && m_Healer == master)
                            {
                                petPatient.ResurrectPet();

                                for (int i = 0; i < petPatient.Skills.Length; ++i)
                                {
                                    petPatient.Skills[i].Base -= 0.1;
                                }
                            }
                            else if (master != null && master.InRange(petPatient, 3))
                            {
                                healerNumber = 503255;                                 // You are able to resurrect the creature.

                                master.CloseGump(typeof(PetResurrectGump));
                                master.SendGump(new PetResurrectGump(m_Healer, petPatient));
                            }
                            else
                            {
                                bool found = false;

                                List <Mobile> friends = petPatient.Friends;

                                for (int i = 0; friends != null && i < friends.Count; ++i)
                                {
                                    Mobile friend = friends[i];

                                    if (friend.InRange(petPatient, 3))
                                    {
                                        healerNumber = 503255;                                         // You are able to resurrect the creature.

                                        friend.CloseGump(typeof(PetResurrectGump));
                                        friend.SendGump(new PetResurrectGump(m_Healer, petPatient));

                                        found = true;
                                        break;
                                    }
                                }

                                if (!found)
                                {
                                    healerNumber = 1049670;                                     // The pet's owner must be nearby to attempt resurrection.
                                }
                            }
                        }
                        else
                        {
                            m_Patient.CloseGump(typeof(ResurrectGump));
                            m_Patient.SendGump(new ResurrectGump(m_Patient, m_Healer));
                        }
                    }
                }
                else
                {
                    if (petPatient != null && petPatient.IsDeadPet)
                    {
                        healerNumber = 503256;                         // You fail to resurrect the creature.
                    }
                    else
                    {
                        healerNumber = 500966;                         // You are unable to resurrect your patient.
                    }
                    patientNumber = -1;
                }
            }
            else if (m_Patient.Poisoned)
            {
                m_Healer.SendLocalizedMessage(500969);                   // You finish applying the bandages.

                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance  = ((healing - 30.0) / 50.0) - (m_Patient.Poison.Level * 0.1) - (m_Slips * 0.02);

                if ((checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble())
                {
                    if (m_Patient.CurePoison(m_Healer))
                    {
                        healerNumber  = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons.
                        patientNumber = 1010059;                                // You have been cured of all poisons.
                    }
                    else
                    {
                        healerNumber  = -1;
                        patientNumber = -1;
                    }
                }
                else
                {
                    healerNumber  = 1010060;                    // You have failed to cure your target!
                    patientNumber = -1;
                }
            }
            else if (BleedAttack.IsBleeding(m_Patient))
            {
                healerNumber  = 1060088;                // You bind the wound and stop the bleeding
                patientNumber = 1060167;                // The bleeding wounds have healed, you are no longer bleeding!

                BleedAttack.EndBleed(m_Patient, false);
            }
            else if (MortalStrike.IsWounded(m_Patient))
            {
                healerNumber  = (m_Healer == m_Patient ? 1005000 : 1010398);
                patientNumber = -1;
                playSound     = false;
            }
            else if (m_Patient.Hits == m_Patient.HitsMax)
            {
                healerNumber  = 500967;                // You heal what little damage your patient had.
                patientNumber = -1;
            }
            else
            {
                checkSkills   = true;
                patientNumber = -1;

                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance  = ((healing + 10.0) / 100.0) - (m_Slips * 0.02);

                if (chance > Utility.RandomDouble())
                {
                    healerNumber = 500969;                     // You finish applying the bandages.

                    double min, max;

                    if (Core.AOS)
                    {
                        min = (anatomy / 8.0) + (healing / 5.0) + 4.0;
                        max = (anatomy / 6.0) + (healing / 2.5) + 4.0;
                    }
                    else
                    {
                        min = (anatomy / 5.0) + (healing / 5.0) + 3.0;
                        max = (anatomy / 5.0) + (healing / 2.0) + 10.0;
                    }

                    double toHeal = min + (Utility.RandomDouble() * (max - min));

                    if (m_Patient.Body.IsMonster || m_Patient.Body.IsAnimal)
                    {
                        toHeal += m_Patient.HitsMax / 100;
                    }

                    if (Core.AOS)
                    {
                        toHeal -= toHeal * m_Slips * 0.35;                         // TODO: Verify algorithm
                    }
                    else
                    {
                        toHeal -= m_Slips * 4;
                    }

                    if (toHeal < 1)
                    {
                        toHeal       = 1;
                        healerNumber = 500968;                         // You apply the bandages, but they barely help.
                    }

                    m_Patient.Heal((int)toHeal, m_Healer, false);
                }
                else
                {
                    healerNumber = 500968;                     // You apply the bandages, but they barely help.
                    playSound    = false;
                }
            }

            if (healerNumber != -1)
            {
                m_Healer.SendLocalizedMessage(healerNumber);
            }

            if (patientNumber != -1)
            {
                m_Patient.SendLocalizedMessage(patientNumber);
            }

            if (playSound)
            {
                m_Patient.PlaySound(0x57);
            }

            if (checkSkills)
            {
                m_Healer.CheckSkill(secondarySkill, 0.0, 120.0);
                m_Healer.CheckSkill(primarySkill, 0.0, 120.0);
            }
            //90% chance to get a bloody bandage back, lets have some consumption even 10%
            if (Utility.Random(10) <= 9)
            {
                var bloody = new BloodyBandage();
                m_Healer.AddToBackpack(bloody);
                m_Healer.SendAsciiMessage("You put the {0} in your pack.", bloody.Name ?? CliLoc.LocToString(bloody.LabelNumber));
            }
        }
예제 #3
0
 public InternalTarget(BloodyBandage bandage) : base(3, true, TargetFlags.None)
 {
     p_Bandage = bandage;
 }
예제 #4
0
 public InternalTarget( BloodyBandage bandage )
     : base(3, true, TargetFlags.Beneficial)
 {
     m_Bandage = bandage;
 }
예제 #5
0
        public void EndHeal(Bandage origin)
        {
            StopHeal();

            if (m_Healer is PlayerMobile)
            {
                ((PlayerMobile)m_Healer).WeaponTimerCheck();
            }

            int  healerNumber  = -1;
            int  patientNumber = -1;
            bool checkSkills   = false;

            SkillName primarySkill   = GetPrimarySkill(m_Patient);
            SkillName secondarySkill = GetSecondarySkill(m_Patient);

            BaseCreature petPatient = m_Patient as BaseCreature;

            if (!m_Healer.Alive)
            {
                healerNumber = 500962;                 // You were unable to finish your work before you died.
            }
            else if (m_Healer.Paralyzed)
            {
                m_Healer.SendAsciiMessage("You were unable to finish your work before you got paralyzed");
                return;
            }
            else if (!m_Healer.InRange(m_Patient, Bandage.Range))
            {
                healerNumber = 500963;                 // You did not stay close enough to heal your target.
            }
            else if (!m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet))
            {
                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance  = ((healing - 68.0) / 50.0) - (m_Slips * 0.02);

                if (((checkSkills = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble()) || (Core.SE && petPatient is FactionWarHorse && petPatient.ControlMaster == m_Healer))
                //TODO: Dbl check doesn't check for faction of the horse here?
                {
                    if (m_Patient.Map == null || !m_Patient.Map.CanFit(m_Patient.Location, 16, false, false))
                    {
                        healerNumber = 501042;                         // Target can not be resurrected at that location.
                    }
                    else if (m_Patient.Region != null && m_Patient.Region.IsPartOf("Khaldun"))
                    {
                        healerNumber = 1010395;
                        // The veil of death in this area is too strong and resists thy efforts to restore life.
                    }
                    else
                    {
                        healerNumber = 500965;                         // You are able to resurrect your patient.

                        m_Patient.FixedEffect(0x376A, 10, 16);

                        if (petPatient != null && petPatient.IsDeadPet)
                        {
                            Mobile master = petPatient.ControlMaster;

                            if (master != null && m_Healer == master)
                            {
                                petPatient.ResurrectPet();

                                for (int i = 0; i < petPatient.Skills.Length; ++i)
                                {
                                    petPatient.Skills[i].Base -= 0.1;
                                }
                            }
                            else if (master != null && master.InRange(petPatient, 3))
                            {
                                healerNumber = 503255;                                 // You are able to resurrect the creature.

                                master.CloseGump(typeof(PetResurrectGump));
                                master.SendGump(new PetResurrectGump(m_Healer, petPatient));
                            }
                            else
                            {
                                bool found = false;

                                List <Mobile> friends = petPatient.Friends;

                                for (int i = 0; friends != null && i < friends.Count; ++i)
                                {
                                    Mobile friend = friends[i];

                                    if (friend.InRange(petPatient, 3))
                                    {
                                        healerNumber = 503255;                                         // You are able to resurrect the creature.

                                        friend.CloseGump(typeof(PetResurrectGump));
                                        friend.SendGump(new PetResurrectGump(m_Healer, petPatient));

                                        found = true;
                                        break;
                                    }
                                }

                                if (!found)
                                {
                                    healerNumber = 1049670;                                     // The pet's owner must be nearby to attempt resurrection.
                                }
                            }
                        }
                        else
                        {
                            m_Patient.CloseGump(typeof(ResurrectGump));
                            m_Patient.SendGump(new ResurrectGump(m_Patient, m_Healer));
                        }
                    }
                }
                else
                {
                    if (petPatient != null && petPatient.IsDeadPet)
                    {
                        healerNumber = 503256;                         // You fail to resurrect the creature.
                    }
                    else
                    {
                        healerNumber = 500966;                         // You are unable to resurrect your patient.
                    }
                }
            }
            else if (m_Patient.Poisoned)
            {
                m_Healer.SendLocalizedMessage(500969); // You finish applying the bandages.

                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance  = ((healing - 40.0) / 50.0) - (m_Patient.Poison.Level * 0.11) - (m_Slips * 0.02);

                if ((checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble())
                {
                    if (m_Patient.CurePoison(m_Healer))
                    {
                        healerNumber  = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons.
                        patientNumber = 1010059;                                // You have been cured of all poisons.
                    }
                    else
                    {
                        healerNumber  = -1;
                        patientNumber = -1;
                    }
                }
                else
                {
                    healerNumber  = 1010060; // You have failed to cure your target!
                    patientNumber = -1;
                }
            }
            else if (BleedAttack.IsBleeding(m_Patient))
            {
                BleedAttack.EndBleed(m_Patient, false);
            }
            else if (MortalStrike.IsWounded(m_Patient))
            {
                healerNumber = (m_Healer == m_Patient ? 1005000 : 1010398);
            }
            else if (m_Patient.Hits == m_Patient.HitsMax)
            {
                healerNumber = 500967;                 // You heal what little damage your patient had.
            }
            else
            {
                checkSkills   = true;
                patientNumber = -1;
                Bandage bandage = null;

                if (origin.Parent == null && !origin.Deleted)
                {
                    origin.Consume(1);
                }
                else if ((bandage = m_Healer.Backpack.FindItemByType(typeof(Bandage), true) as Bandage) == null)
                {
                    m_Healer.SendAsciiMessage("You don't have any bandages.");
                    return;
                }
                else
                {
                    bandage.Consume(1);
                }

                double healing = m_Healer.Skills[primarySkill].Base;
                double anatomy = m_Healer.Skills[secondarySkill].Base;

                //Loki edit: Dexterity improves healing chance
                double chance = (healing / 100.0) * (0.91 + (((double)m_Healer.RawDex - 80.0) / 1000.0));

                if (chance > Utility.RandomDouble())
                {
                    double min, max;

                    min = 0.04 * ((anatomy / 4.0) + (healing / 4.0));
                    max = ((anatomy / 4.0) + (healing / 4.0)) - 4;

                    //Loki edit: Bonus from dexterity
                    double dexbonus = ((double)m_Healer.RawDex - 80.0) / 10.0;
                    min += dexbonus;
                    max += dexbonus / 2;

                    if (max < 2)
                    {
                        max = 2;
                    }

                    double toHeal = Utility.RandomMinMax((int)min, (int)max);

                    if (toHeal < 1)
                    {
                        toHeal       = 1;
                        healerNumber = 500968;                         // You apply the bandages, but they barely help.
                    }
                    else if ((!origin.Deleted && (!origin.EventItem || (origin.EventItem && origin.EventItemConsume))) || (bandage != null && (!bandage.EventItem || (bandage.EventItem && bandage.EventItemConsume))))
                    {
                        Item item = new BloodyBandage();

                        if (origin.EventItem || (bandage != null && bandage.EventItem))
                        {
                            item.EventItem = true;
                            item.Hue       = origin.Hue;
                            item.Name      = "event Bloody bandage";
                        }

                        Mobile from = m_Healer;

                        if (from.AddToBackpack(item))
                        {
                            from.SendAsciiMessage("You put the {0} in your pack.", item.Name ?? CliLoc.LocToString(item.LabelNumber));
                        }
                        else //Taran: Bloody bandages stack on ground if the player is overweight
                        {
                            from.SendAsciiMessage("You are overweight and put the {0} on the ground.", item.Name ?? CliLoc.LocToString(item.LabelNumber));

                            IPooledEnumerable eable = from.Map.GetItemsInRange(from.Location, 0);

                            foreach (Item i in eable)
                            {
                                if (i is BloodyBandage)
                                {
                                    if (i.Serial != item.Serial)
                                    {
                                        i.Amount++;
                                        item.Delete();
                                    }

                                    break;
                                }
                            }

                            eable.Free();
                        }
                    }
                    else if (!origin.Deleted && (origin.EventItem && !origin.EventItemConsume))
                    {
                        Mobile from = m_Healer;

                        from.PlaySound(0x57);
                        from.SendAsciiMessage("You are able to re-use your bandage and put it in your pack.");
                    }

                    //m_Patient.Heal( (int)toHeal );
                    //Rev ~ 140 update
                    m_Patient.Heal((int)toHeal, m_Healer, false);
                }
                else
                {
                    healerNumber = 500968;                     // You apply the bandages, but they barely help.
                }
                m_Healer.CheckSkill(secondarySkill, 0.0, 120.0);
                m_Healer.CheckSkill(primarySkill, 0.0, 120.0);
            }

            if (healerNumber != -1)
            {
                m_Healer.SendAsciiMessage(CliLoc.LocToString(healerNumber));
            }
            if (patientNumber != -1)
            {
                m_Patient.SendLocalizedMessage(patientNumber);
            }
            if (checkSkills)
            {
                m_Healer.CheckSkill(secondarySkill, 0.0, 100.0);
                m_Healer.CheckSkill(primarySkill, 0.0, 100.0);
            }
        }
예제 #6
0
 public InternalTarget(BloodyBandage bandage)
     : base(3, true, TargetFlags.None)
 {
     m_Bandage = bandage;
 }
예제 #7
0
 public InternalTarget(BloodyBandage bandage)
     : base(3, true, TargetFlags.Beneficial)
 {
     m_Bandage = bandage;
 }
예제 #8
0
		public void EndHeal( Bandage origin )
		{
			StopHeal();

			if( m_Healer is PlayerMobile )
				((PlayerMobile)m_Healer).WeaponTimerCheck();

			int healerNumber = -1;
		    int patientNumber = -1;
			bool checkSkills = false;

			SkillName primarySkill = GetPrimarySkill( m_Patient );
			SkillName secondarySkill = GetSecondarySkill( m_Patient );

			BaseCreature petPatient = m_Patient as BaseCreature;

			if( !m_Healer.Alive )
				healerNumber = 500962; // You were unable to finish your work before you died.
            else if (m_Healer.Paralyzed)
            {
                m_Healer.SendAsciiMessage("You were unable to finish your work before you got paralyzed");
                return;
            }
			else if( !m_Healer.InRange( m_Patient, Bandage.Range ) )
				healerNumber = 500963; // You did not stay close enough to heal your target.
			else if( !m_Patient.Alive || ( petPatient != null && petPatient.IsDeadPet ) )
			{
				double healing = m_Healer.Skills[primarySkill].Value;
				double anatomy = m_Healer.Skills[secondarySkill].Value;
				double chance = ( ( healing - 68.0 ) / 50.0 ) - ( m_Slips * 0.02 );

				if( ( ( checkSkills = ( healing >= 80.0 && anatomy >= 80.0 ) ) && chance > Utility.RandomDouble() ) || ( Core.SE && petPatient is FactionWarHorse && petPatient.ControlMaster == m_Healer ) )
					//TODO: Dbl check doesn't check for faction of the horse here?
				{
					if( m_Patient.Map == null || !m_Patient.Map.CanFit( m_Patient.Location, 16, false, false ) )
						healerNumber = 501042; // Target can not be resurrected at that location.
					else if( m_Patient.Region != null && m_Patient.Region.IsPartOf( "Khaldun" ) )
					{
						healerNumber = 1010395;
						// The veil of death in this area is too strong and resists thy efforts to restore life.
					}
					else
					{
						healerNumber = 500965; // You are able to resurrect your patient.

						m_Patient.FixedEffect( 0x376A, 10, 16 );

						if( petPatient != null && petPatient.IsDeadPet )
						{
							Mobile master = petPatient.ControlMaster;

                            if (master != null && m_Healer == master)
                            {
                                petPatient.ResurrectPet();

                                for (int i = 0; i < petPatient.Skills.Length; ++i)
                                {
                                    petPatient.Skills[i].Base -= 0.1;
                                }
                            }
                            else if (master != null && master.InRange(petPatient, 3))
                            {
								healerNumber = 503255; // You are able to resurrect the creature.

								master.CloseGump( typeof( PetResurrectGump ) );
								master.SendGump( new PetResurrectGump( m_Healer, petPatient ) );
							}
							else
							{
								bool found = false;

								List<Mobile> friends = petPatient.Friends;

								for( int i = 0; friends != null && i < friends.Count; ++i )
								{
									Mobile friend = friends[i];

									if( friend.InRange( petPatient, 3 ) )
									{
										healerNumber = 503255; // You are able to resurrect the creature.

										friend.CloseGump( typeof( PetResurrectGump ) );
										friend.SendGump( new PetResurrectGump( m_Healer, petPatient ) );

										found = true;
										break;
									}
								}

								if( !found )
									healerNumber = 1049670; // The pet's owner must be nearby to attempt resurrection.
							}
						}
						else
						{
							m_Patient.CloseGump( typeof( ResurrectGump ) );
							m_Patient.SendGump( new ResurrectGump( m_Patient, m_Healer ) );
						}
					}
				}
				else
				{
					if( petPatient != null && petPatient.IsDeadPet )
						healerNumber = 503256; // You fail to resurrect the creature.
					else
						healerNumber = 500966; // You are unable to resurrect your patient.
				}
			}
            else if (m_Patient.Poisoned)
            {
                m_Healer.SendLocalizedMessage(500969); // You finish applying the bandages.

                double healing = m_Healer.Skills[primarySkill].Value;
                double anatomy = m_Healer.Skills[secondarySkill].Value;
                double chance = ((healing - 40.0) / 50.0) - (m_Patient.Poison.Level * 0.11) - (m_Slips * 0.02);

                if ((checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble())
                {
                    if (m_Patient.CurePoison(m_Healer))
                    {
                        healerNumber = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons.
                        patientNumber = 1010059; // You have been cured of all poisons.
                    }
                    else
                    {
                        healerNumber = -1;
                        patientNumber = -1;
                    }
                }
                else
                {
                    healerNumber = 1010060; // You have failed to cure your target!
                    patientNumber = -1;
                }
            }
			else if( BleedAttack.IsBleeding( m_Patient ) )
				BleedAttack.EndBleed( m_Patient, false );
			else if( MortalStrike.IsWounded( m_Patient ) )
				healerNumber = ( m_Healer == m_Patient ? 1005000 : 1010398 );
			else if( m_Patient.Hits == m_Patient.HitsMax )
				healerNumber = 500967; // You heal what little damage your patient had.
			else
			{
			    checkSkills = true;
			    patientNumber = -1;
				Bandage bandage = null;

				if( origin.Parent == null && !origin.Deleted )
					origin.Consume( 1 );
				else if( ( bandage = m_Healer.Backpack.FindItemByType( typeof( Bandage ), true ) as Bandage ) == null )
				{
					m_Healer.SendAsciiMessage( "You don't have any bandages." );
					return;
				}
				else
					bandage.Consume( 1 );
                
				double healing = m_Healer.Skills[primarySkill].Base;
				double anatomy = m_Healer.Skills[secondarySkill].Base;

                //Loki edit: Dexterity improves healing chance
                double chance = (healing/100.0) * (0.91 + (((double)m_Healer.RawDex - 80.0) / 1000.0));

				if( chance > Utility.RandomDouble() )
				{
					double min, max;

					min = 0.04 * ( ( anatomy / 4.0 ) + ( healing / 4.0 ) );
					max = ( ( anatomy / 4.0 ) + ( healing / 4.0 ) ) - 4;

                    //Loki edit: Bonus from dexterity
                    double dexbonus = ((double)m_Healer.RawDex - 80.0) / 10.0;
                    min += dexbonus;
                    max += dexbonus / 2;

					if( max < 2 )
						max = 2;

					double toHeal = Utility.RandomMinMax( (int)min, (int)max );
                    
					if( toHeal < 1 )
					{
						toHeal = 1;
						healerNumber = 500968; // You apply the bandages, but they barely help.
					}
					else if( ( !origin.Deleted && (!origin.EventItem || (origin.EventItem && origin.EventItemConsume)) ) || ( bandage != null && (!bandage.EventItem || (bandage.EventItem && bandage.EventItemConsume)) ) )
					{
                        Item item = new BloodyBandage();

                        if (origin.EventItem || (bandage != null && bandage.EventItem))
                        {
                            item.EventItem = true;
                            item.Hue = origin.Hue;
                            item.Name = "event Bloody bandage";
                        }

					    Mobile from = m_Healer;

                        if (from.AddToBackpack(item))
                        {
                            from.SendAsciiMessage("You put the {0} in your pack.", item.Name ?? CliLoc.LocToString(item.LabelNumber));
                        }
                        else //Taran: Bloody bandages stack on ground if the player is overweight
                        {
                            from.SendAsciiMessage("You are overweight and put the {0} on the ground.", item.Name ?? CliLoc.LocToString(item.LabelNumber));

                            IPooledEnumerable eable = from.Map.GetItemsInRange(from.Location, 0);

                            foreach (Item i in eable)
                            {
                                if (i is BloodyBandage)
                                {
                                    if (i.Serial != item.Serial)
                                    {
                                        i.Amount++;
                                        item.Delete();
                                    }

                                    break;
                                }
                            }

                            eable.Free();
                        }
					}
                    else if ( !origin.Deleted && (origin.EventItem && !origin.EventItemConsume))
                    {
                        Mobile from = m_Healer;

                        from.PlaySound(0x57);
                        from.SendAsciiMessage("You are able to re-use your bandage and put it in your pack.");
                    }

					//m_Patient.Heal( (int)toHeal );
                    //Rev ~ 140 update
                    m_Patient.Heal((int)toHeal, m_Healer, false);
				}
				else
					healerNumber = 500968; // You apply the bandages, but they barely help.

				m_Healer.CheckSkill( secondarySkill, 0.0, 120.0 );
				m_Healer.CheckSkill( primarySkill, 0.0, 120.0 );
			}

			if( healerNumber != -1 )
				m_Healer.SendAsciiMessage( CliLoc.LocToString( healerNumber ) );
            if (patientNumber != -1)
                m_Patient.SendLocalizedMessage(patientNumber);
            if (checkSkills)
            {
                m_Healer.CheckSkill(secondarySkill, 0.0, 100.0);
                m_Healer.CheckSkill(primarySkill, 0.0, 100.0);
            }

		}