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RunUO 1.00\Scripts\Items\Skill Items\Misc\bandage.csÀÇ
ÄÚµå :
public class BandageContext
{
private Mobile m_Healer;
private Mobile m_Patient;
private int m_Slips;
private Timer m_Timer;
public Mobile Healer{ get{ return m_Healer; } }
public Mobile Patient{ get{ return m_Patient; } }
public int Slips{ get{ return m_Slips; } set{ m_Slips = value; } }
public Timer Timer{ get{ return m_Timer; } }
public void Slip()
{
m_Healer.SendLocalizedMessage( 500961 ); // Your fingers slip!
++m_Slips;
}
public BandageContext( Mobile healer, Mobile patient, TimeSpan delay )
{
m_Healer = healer;
m_Patient = patient;
m_Timer = new InternalTimer( this, delay );
m_Timer.Start();
}
public void StopHeal()
{
m_Table.Remove( m_Healer );
if ( m_Timer != null )
m_Timer.Stop();
m_Timer = null;
}
private static Hashtable m_Table = new Hashtable();
public static BandageContext GetContext( Mobile healer )
{
return (BandageContext)m_Table[healer];
}
public static SkillName GetPrimarySkill( Mobile m )
{
if ( !m.Player && (m.Body.IsMonster || m.Body.IsAnimal) )
return SkillName.Veterinary;
else
return SkillName.Healing;
}
public static SkillName GetSecondarySkill( Mobile m )
{
if ( !m.Player && (m.Body.IsMonster || m.Body.IsAnimal) )
return SkillName.AnimalLore;
else
return SkillName.Anatomy;
}
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, Core.AOS ? 2 : 1 ) )
{
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() )
{
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.Name == "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 && 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;
ArrayList friends = petPatient.Friends;
for ( int i = 0; friends != null && i < friends.Count; ++i )
{
Mobile friend = (Mobile) 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 = -1;
patientNumber = 1060167; // The bleeding wounds have healed, you are no longer bleeding!
BleedAttack.EndBleed( m_Patient, true );
}
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 );
}
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 );
}
}
private class InternalTimer : Timer
{
private BandageContext m_Context;
public InternalTimer( BandageContext context, TimeSpan delay ) : base( delay )
{
m_Context = context;
Priority = TimerPriority.FiftyMS;
}
protected override void OnTick()
{
m_Context.EndHeal();
}
}
public static BandageContext BeginHeal( Mobile healer, Mobile patient )
{
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 ) && !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;
}
}
BandageContext context = GetContext( healer );
if ( context != null )
context.StopHeal();
context = new BandageContext( 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 bandages.
return context;
}
return null;
}
}
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