public void EndHeal() { StopHeal(); int healerNumber; int patientNumber; bool playSound = true; bool checkRes = false; bool checkPois = false; SkillName primarySkill = GetPrimarySkill(m_Patient); SkillName secondarySkill = GetSecondarySkill(m_Patient); var 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.GetRange(m_Healer.Expansion))) { 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); //TODO: Dbl check doesn't check for faction of the horse here? if (((checkRes = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble()) || (m_Patient.EraSE && petPatient is FactionWarHorse && petPatient.ControlMaster == m_Healer)) { 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(); foreach (Skill s in petPatient.Skills) { double skillloss = s.Base * 0.01; s.Base -= skillloss; } Conquests.CheckProgress <ResConquest>(m_Healer as PlayerMobile, petPatient); } 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)); Conquests.CheckProgress <ResConquest>(m_Healer as PlayerMobile, 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)) { continue; } healerNumber = 503255; // You are able to resurrect the creature. friend.CloseGump(typeof(PetResurrectGump)); friend.SendGump(new PetResurrectGump(m_Healer, petPatient)); found = true; Conquests.CheckProgress <ResConquest>(m_Healer as PlayerMobile, petPatient); break; } if (!found) { healerNumber = 1049670; // The pet's owner must be nearby to attempt resurrection. } } } else { m_Patient.CloseGump(typeof(ResurrectGump)); /*PlayerMobile pres = m_Patient as PlayerMobile; * * if (pres.MurderBounty > 0) * m_Patient.SendGump( new ResurrectGump( m_Patient, m_Healer, pres.MurderBounty ) ); * else*/ m_Patient.SendGump(new ResurrectGump(m_Patient, m_Healer)); Conquests.CheckProgress <ResConquest>(m_Healer as PlayerMobile, petPatient); } } } 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 ((checkPois = (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 { 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 = (anatomy / 5.5) + (healing / 5.5) + 4.0; double max = (anatomy / 5.0) + (healing / 2.5) + 10.0; double toHeal = min + (Utility.RandomDouble() * (max - min)); if ((m_Patient.Body.IsMonster || m_Patient.Body.IsAnimal) && m_Patient.NetState == null) // Alan Mod: player-controlled mobs heal like regular players { toHeal += m_Patient.HitsMax / 100; } toHeal -= m_Slips * 4; if (toHeal < 1) { toHeal = 1; healerNumber = 500968; // You apply the bandages, but they barely help. } var healfinal = (int)toHeal; int healmessage = Math.Min(m_Patient.HitsMax - m_Patient.Hits, healfinal); m_Patient.Heal(healfinal, m_Healer, false); if (healmessage > 0) { m_Patient.PrivateOverheadMessage( MessageType.Regular, 0x42, false, healmessage.ToString(CultureInfo.InvariantCulture), m_Patient.NetState); if (m_Healer != m_Patient) { m_Patient.PrivateOverheadMessage( MessageType.Regular, 0x42, false, healmessage.ToString(CultureInfo.InvariantCulture), m_Healer.NetState); } } } 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); } double minSkill = 0.0; double maxSkill = 90.0; if (checkRes) { minSkill = 65.0; maxSkill = 120.0; } else if (checkPois) { minSkill = 45.0; maxSkill = 120.0; } m_Healer.CheckSkill(secondarySkill, minSkill, maxSkill); m_Healer.CheckSkill(primarySkill, minSkill, maxSkill); }