
benim olmadı çoluk çocuk
using System;
using Server;
using Server.Mobiles;
namespace Server.Misc
{
public class SkillCheck
{
private static readonly bool AntiMacroCode = true; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static bool[] UseAntiMacro = new bool[]
{
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
true,// Anatomy = 1,
true,// AnimalLore = 2,
true,// ItemID = 3,
true,// ArmsLore = 4,
false,// Parry = 5,
true,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
true,// Peacemaking = 9,
true,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
true,// DetectHidden = 14,
true,// Discordance = 15,
true,// EvalInt = 16,
true,// Healing = 17,
true,// Fishing = 18,
true,// Forensics = 19,
true,// Herding = 20,
true,// Hiding = 21,
true,// Provocation = 22,
false,// Inscribe = 23,
true,// Lockpicking = 24,
true,// Magery = 25,
true,// MagicResist = 26,
false,// Tactics = 27,
true,// Snooping = 28,
true,// Musicianship = 29,
true,// Poisoning = 30,
false,// Archery = 31,
true,// SpiritSpeak = 32,
true,// Stealing = 33,
false,// Tailoring = 34,
true,// AnimalTaming = 35,
true,// TasteID = 36,
false,// Tinkering = 37,
true,// Tracking = 38,
true,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
true,// Lumberjacking = 44,
true,// Mining = 45,
true,// Meditation = 46,
true,// Stealth = 47,
true,// RemoveTrap = 48,
true,// Necromancy = 49,
false,// Focus = 50,
true,// Chivalry = 51
true,// Bushido = 52
true,//Ninjitsu = 53
true // Spellweaving
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
// Þu anda skill alým hýzý 50% dir. Bu durumu aþaðýdan deðiþtirebilirsin:
SkillInfo.Table[0].GainFactor = 1.00;// Alchemy = 0,
SkillInfo.Table[1].GainFactor = 1.00;// Anatomy = 1,
SkillInfo.Table[2].GainFactor = 1.00;// AnimalLore = 2,
SkillInfo.Table[3].GainFactor = 1.00;// ItemID = 3,
SkillInfo.Table[4].GainFactor = 1.00;// ArmsLore = 4,
SkillInfo.Table[5].GainFactor = 1.00;// Parry = 5,
SkillInfo.Table[6].GainFactor = 1.00;// Begging = 6,
SkillInfo.Table[7].GainFactor = 1.00;// Blacksmith = 7,
SkillInfo.Table[8].GainFactor = 1.00;// Fletching = 8,
SkillInfo.Table[9].GainFactor = 1.00;// Peacemaking = 9,
SkillInfo.Table[10].GainFactor = 1.00;// Camping = 10,
SkillInfo.Table[11].GainFactor = 1.00;// Carpentry = 11,
SkillInfo.Table[12].GainFactor = 1.00;// Cartography = 12,
SkillInfo.Table[13].GainFactor = 1.00;// Cooking = 13,
SkillInfo.Table[14].GainFactor = 1.00;// DetectHidden = 14,
SkillInfo.Table[15].GainFactor = 1.00;// Discordance = 15,
SkillInfo.Table[16].GainFactor = 1.00;// EvalInt = 16,
SkillInfo.Table[17].GainFactor = 1.00;// Healing = 17,
SkillInfo.Table[18].GainFactor = 1.00;// Fishing = 18,
SkillInfo.Table[19].GainFactor = 1.00;// Forensics = 19,
SkillInfo.Table[20].GainFactor = 1.00;// Herding = 20,
SkillInfo.Table[21].GainFactor = 1.00;// Hiding = 21,
SkillInfo.Table[22].GainFactor = 1.00;// Provocation = 22,
SkillInfo.Table[23].GainFactor = 1.00;// Inscribe = 23,
SkillInfo.Table[24].GainFactor = 1.00;// Lockpicking = 24,
SkillInfo.Table[25].GainFactor = 1.00;// Magery = 25,
SkillInfo.Table[26].GainFactor = 1.00;// MagicResist = 26,
SkillInfo.Table[27].GainFactor = 1.00;// Tactics = 27,
SkillInfo.Table[28].GainFactor = 1.00;// Snooping = 28,
SkillInfo.Table[29].GainFactor = 1.00;// Musicianship = 29,
SkillInfo.Table[30].GainFactor = 1.00;// Poisoning = 30
SkillInfo.Table[31].GainFactor = 1.00;// Archery = 31
SkillInfo.Table[32].GainFactor = 1.00;// SpiritSpeak = 32
SkillInfo.Table[33].GainFactor = 1.00;// Stealing = 33
SkillInfo.Table[34].GainFactor = 1.00;// Tailoring = 34
SkillInfo.Table[35].GainFactor = 1.00;// AnimalTaming = 35
SkillInfo.Table[36].GainFactor = 1.00;// TasteID = 36
SkillInfo.Table[37].GainFactor = 1.00;// Tinkering = 37
SkillInfo.Table[38].GainFactor = 1.00;// Tracking = 38
SkillInfo.Table[39].GainFactor = 1.00;// Veterinary = 39
SkillInfo.Table[40].GainFactor = 1.00;// Swords = 40
SkillInfo.Table[41].GainFactor = 1.00;// Macing = 41
SkillInfo.Table[42].GainFactor = 1.00;// Fencing = 42
SkillInfo.Table[43].GainFactor = 1.00;// Wrestling = 43
SkillInfo.Table[44].GainFactor = 1.00;// Lumberjacking = 44
SkillInfo.Table[45].GainFactor = 1.00;// Mining = 45
SkillInfo.Table[46].GainFactor = 1.00;// Meditation = 46
SkillInfo.Table[47].GainFactor = 1.00;// Stealth = 47
SkillInfo.Table[48].GainFactor = 1.00;// RemoveTrap = 48
SkillInfo.Table[49].GainFactor = 1.00;// Necromancy = 49
SkillInfo.Table[50].GainFactor = 1.00;// Focus = 50
SkillInfo.Table[51].GainFactor = 1.00;// Chivalry = 51
SkillInfo.Table[52].GainFactor = 1.00;// Bushido = 52
SkillInfo.Table[53].GainFactor = 1.00;// Ninjitsu = 53
}
public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
{
if ( from.Skills.Cap == 0 )
return false;
bool success = ( chance >= Utility.RandomDouble() );
double BaseSkillGain = skill.Info.GainFactor;
double ComputedSkillMod = 1.00;
if ( skill.Base > 100.0 )
ComputedSkillMod = BaseSkillGain - 1.00;
else
ComputedSkillMod = skill.Info.GainFactor;
if ( skill.Base < 50.0 )
ComputedSkillMod = 1.00;
if ( ComputedSkillMod < 0.25 )
ComputedSkillMod = 0.25;
if ( from is BaseCreature && ((BaseCreature)from).Controlled )
ComputedSkillMod *= 2;
if ( from.Alive && ( ( ComputedSkillMod >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );
return success;
}
public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill( from, skill, target, chance );
}
public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
return CheckSkill( from, skill, target, chance );
}
private static bool AllowGain( Mobile from, Skill skill, object obj )
{
if ( AntiMacroCode && from is PlayerMobile && UseAntiMacro[skill.Info.SkillID] )
return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
else
return true;
}
public enum Stat { Str, Dex, Int }
public static void Gain( Mobile from, Skill skill )
{
if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
return;
if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
return;
if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
return;
if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
{
int toGain = 1;
if ( skill.Base <= 10.0 )
toGain = Utility.Random( 4 ) + 1;
Skills skills = from.Skills;
if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills[i];
if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
{
skill.BaseFixedPoint += toGain;
}
}
if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;
if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Int );
}
}
public static bool CanLower( Mobile from, Stat stat )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
}
return false;
}
public static bool CanRaise( Mobile from, Stat stat )
{
if ( from is PlayerMobile )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
else
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
}
}
}
else if ( from is BaseCreature && ((BaseCreature)from).Controlled )
{
if ( from is WhiteWyrm )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 800 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 130 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 500 );
}
}
if ( from is Dragon )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 850 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 110 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 500 );
}
}
if ( from is Nightmare )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 550 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 110 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 130 );
}
}
if ( from is FireSteed )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 400 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 120 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 300 );
}
}
if ( from is Unicorn )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 325 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 115 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 225 );
}
}
if ( from is Kirin )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 325 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 105 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 225 );
}
}
}
return false;
}
public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
switch ( stat )
{
case Stat.Str:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawDex;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Str ) )
++from.RawStr;
break;
}
case Stat.Dex:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawStr;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Dex ) )
++from.RawDex;
break;
}
case Stat.Int:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
--from.RawStr;
else if ( CanLower( from, Stat.Dex ) )
--from.RawDex;
}
if ( CanRaise( from, Stat.Int ) )
++from.RawInt;
break;
}
}
}
private static TimeSpan m_StatGainDelay = TimeSpan.FromSeconds( 15.0 );
public static void GainStat( Mobile from, Stat stat )
{
switch( stat )
{
case Stat.Str:
{
if( (from.LastStrGain + m_StatGainDelay) >= DateTime.Now )
return;
from.LastStrGain = DateTime.Now;
break;
}
case Stat.Dex:
{
if( (from.LastDexGain + m_StatGainDelay) >= DateTime.Now )
return;
from.LastDexGain = DateTime.Now;
break;
}
case Stat.Int:
{
if( (from.LastIntGain + m_StatGainDelay) >= DateTime.Now )
return;
from.LastIntGain = DateTime.Now;
break;
}
}
bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
IncreaseStat( from, stat, atrophy );
}
}
}
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