public static bool CheckHit(Mobile attacker, Mobile defender, Item weapon) { SplinteringWeaponContext context = (SplinteringWeaponContext)PropertyEffect.GetContext(attacker, EffectsType.Splintering); if (context == null) { new SplinteringWeaponContext(attacker, defender, weapon); return(true); } return(false); }
public static bool CheckHit(Mobile attacker, Mobile defender, WeaponAbility ability, Item weapon) { if (defender == null || (Core.EJ && (ability == WeaponAbility.Disarm || ability == WeaponAbility.InfectiousStrike || SkillMasterySpell.HasSpell(attacker, typeof(SkillMasterySpell))))) { return(false); } SplinteringWeaponContext context = PropertyEffect.GetContext <SplinteringWeaponContext>(attacker, defender, EffectsType.Splintering); if (context == null) { new SplinteringWeaponContext(attacker, defender, weapon); return(true); } return(false); }
public static bool CheckHit(Mobile attacker, Mobile defender, WeaponAbility ability, Item weapon) { if (defender == null || ability == WeaponAbility.Disarm || ability == WeaponAbility.InfectiousStrike || SkillMasterySpell.HasSpell(attacker, typeof(SkillMasterySpell)) || VictimIsUnderEffects <SplinteringWeaponContext>(defender)) { return(false); } SplinteringWeaponContext context = GetContext <SplinteringWeaponContext>(attacker, defender); if (context == null) { AddEffects(new SplinteringWeaponContext(attacker, defender, weapon)); return(true); } return(false); }
public void CheckPoisonOrBleed() { bool bleeding = BleedAttack.IsBleeding(m_Patient) || SplinteringWeaponContext.IsBleeding(m_Patient); bool poisoned = m_Patient.Poisoned; if (bleeding || poisoned) { double healing = m_Healer.Skills[SkillName.Healing].Value; double anatomy = m_Healer.Skills[SkillName.Anatomy].Value; double chance = ((healing + anatomy) - 120) * 25; if (poisoned) { chance /= m_Patient.Poison.RealLevel * 20; } else { chance /= 3 * 20; } if (chance >= Utility.Random(100)) { m_HealedPoisonOrBleed = poisoned ? m_Patient.Poison.RealLevel : 3; if (poisoned && m_Patient.CurePoison(m_Healer)) { m_Patient.SendLocalizedMessage(1010059); // You have been cured of all poisons. } else { if (BleedAttack.IsBleeding(m_Patient)) { BleedAttack.EndBleed(m_Patient, false); } else { SplinteringWeaponContext.EndBleeding(m_Patient, false); } m_Patient.SendLocalizedMessage(1060088); // You bind the wound and stop the bleeding m_Patient.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding! } } } }
public static BandageContext BeginHeal(Mobile healer, Mobile patient, bool enhanced) // TODO: Implement Pub 71 healing changes { bool isDeadPet = (patient is BaseCreature && ((BaseCreature)patient).IsDeadPet); if (patient is IRepairableMobile) { healer.SendLocalizedMessage(500970); // Bandages 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) && !SplinteringWeaponContext.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 = Math.Min(8, Math.Ceiling(11.0 - healer.Dex / 20)); seconds = Math.Max(seconds, 4); } else { seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } } else { if (Core.AOS && GetPrimarySkill(patient) == SkillName.Veterinary) { seconds = 2.0; } else if (Core.AOS) { seconds = Math.Ceiling((double)4 - healer.Dex / 60); seconds = Math.Max(seconds, 2); } else { if (dex >= 100) { seconds = 3.0 + resDelay; } else if (dex >= 40) { seconds = 4.0 + resDelay; } else { seconds = 5.0 + resDelay; } } } BandageContext context = GetContext(healer); if (context != null) { context.StopHeal(); } if (patient is PlayerMobile) { BuffInfo.AddBuff(healer, new BuffInfo(BuffIcon.Healing, 1002082, 1151400, TimeSpan.FromSeconds(seconds), healer, String.Format("{0}", patient.Name))); } else { BuffInfo.AddBuff(healer, new BuffInfo(BuffIcon.Veterinary, 1002167, 1151400, TimeSpan.FromSeconds(seconds), healer, String.Format("{0}", patient.Name))); } seconds *= 1000; context = new BandageContext(healer, patient, TimeSpan.FromMilliseconds(seconds), enhanced); m_Table[healer] = context; if (!onSelf) { patient.SendLocalizedMessage(1008078, false, healer.Name); // : Attempting to heal you. } healer.SendLocalizedMessage(500956); // You begin applying the bandages. return(context); } return(null); }
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 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; var 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.RealLevel * 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 (SplinteringWeaponContext.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! SplinteringWeaponContext.EndBleeding(m_Patient); } 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); #region Heritage Items healing += EnhancedBandage.HealingBonus; #endregion #region Exodus Items Item item = m_Healer.FindItemOnLayer(Layer.TwoHanded); if (item is Asclepius || item is GargishAsclepius) { healing += 15; } #endregion 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; } #region City Loyalty if (Server.Engines.CityLoyalty.CityLoyaltySystem.HasTradeDeal(m_Healer, Server.Engines.CityLoyalty.TradeDeal.GuildOfHealers)) { toHeal += (int)Math.Ceiling(toHeal * 0.05); } #endregion if (m_HealedPoisonOrBleed > 0) { toHeal /= m_HealedPoisonOrBleed; } if (toHeal < 1) { toHeal = 1; healerNumber = 500968; // You apply the bandages, but they barely help. } else if (m_Patient != m_Healer && m_Patient is PlayerMobile && m_Healer is PlayerMobile) { SpiritualityVirtue.OnHeal(m_Healer, Math.Min((int)toHeal, m_Patient.HitsMax - m_Patient.Hits)); } 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); } if (m_Patient is PlayerMobile) { BuffInfo.RemoveBuff(m_Healer, BuffIcon.Healing); } else { BuffInfo.RemoveBuff(m_Healer, BuffIcon.Veterinary); } }
public static BandageContext BeginHeal(Mobile healer, Mobile patient, bool enhanced) // TODO: Implement Pub 71 healing changes { bool isDeadPet = (patient is BaseCreature && ((BaseCreature)patient).IsDeadPet); if (patient is Golem) { healer.SendLocalizedMessage(500970); // Bandages 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) && !SplinteringWeaponContext.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 if (seconds > 8.0) { seconds = 8.0; } } else { seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } } else { if (Core.AOS && GetPrimarySkill(patient) == SkillName.Veterinary) { seconds = 2.0; } else if (Core.AOS) { if (dex < 204) { seconds = 3.2 - (Math.Sin((double)dex / 130) * 2.5) + resDelay; } else { seconds = 0.7 + resDelay; } } else { if (dex >= 100) { seconds = 3.0 + resDelay; } else if (dex >= 40) { seconds = 4.0 + resDelay; } else { seconds = 5.0 + resDelay; } } } BandageContext context = GetContext(healer); if (context != null) { context.StopHeal(); } seconds *= 1000; context = new BandageContext(healer, patient, TimeSpan.FromMilliseconds(seconds), enhanced); m_Table[healer] = context; if (!onSelf) { patient.SendLocalizedMessage(1008078, false, healer.Name); // : Attempting to heal you. } healer.SendLocalizedMessage(500956); // You begin applying the bandages. return(context); } return(null); }