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RunUO/Scripts/Misc/Skillcheck.cs Açın

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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 );
}

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 gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;

gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
gc /= 2;

gc *= skill.Info.GainFactor;

if ( gc < 0.01 )
gc = 0.01;

if ( from is BaseCreature && ((BaseCreature)from).Controlled )
gc *= 2;

if ( from.Alive && ( ( gc >= 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 ( from is PlayerMobile && AntiMacroCode && 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 ( ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills;

if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}

if ( (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 BaseCreature && ((BaseCreature)from).Controlled) )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
}

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 );
}

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.FromMinutes( 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 );
}
}
}


Anti Makro : Bu sistem ile makro ile skill kasanlar&#253; engellersiniz.
Anti Makro Bölümü :
Kod:

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
};

Yukaridaki "true" değerleri anti makro kodunun açık " false " değeri kapali olduğunu ifade eder.

Anti Makroyu Açma ve Kapama :
Kod:

private static readonly bool AntiMacroCode = true;

yazan yerdeki true değerini false yaparsanız anti makro kapanır.

Sıra Anti Makronun Sistem Bölümüne geldi :
Kod:

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

Yukarıda yazanlar Anti Makro'nun sistem bölümüdür. Burada yazan değerlerin açıklamas&#253;na gelince :

Kod:

public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 );

Anti Makro Kaç Dakikadan Sonra Baştan Başlasın( yani 0.3 skill aldınız, ondan sonra belirli bir adım yürümeden yerinde olarak kaç dk bekledikten sonra tekrardan skill gelsin )

Kod:

public const int Allowance = 3;

Anti Makroda aynı kareden en fazla gelecek skill. Bu değer 0.3 skill'i ifade eder.(bir üstteki restart süresi içinde)

Kod:

private const int LocationSize = 5;

Yukarıdaki de&#240;er kaç adım uzaklaştıktan sonra tekrardan skill alabilece&#240;ini gösterir.

Anti Makro belirli aralıklarla skill almanızı sa&#240;lar. Yukarıdakine göre eğer 0.3 skill kastıktan sonra eğer 5 ad&#253;m atmazsanız 5 dk boyunca bir daha skill gelmez. 5 dk bekledikten sonra tekrardan 0.3 skill gelir( restart zamanı )

Sıra Geldi Hayvan Ve İnsan Skillerinin Phını ayarlamaya :
Kod:

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 gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;

gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
gc /= 2;

gc *= skill.Info.GainFactor;

if ( gc < 0.01 )
gc = 0.01;

if ( from is BaseCreature && ((BaseCreature)from).Controlled )
gc *= 2;

if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );

return success;
}

Yukarıdaki bölüm hayvan ve insan skillerinin phlarını ayarlamanıza yarar.
insan skillerinde %100 ph açmak için :
Kod:

gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;

gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
gc /= 2;

daki
Kod:

gc /= 2;

2 değerini .25 yapmanız gerekmektedir. Bunu yaptıktan sonra ph %100 olur

Hayvanlardaki skill phını açmak için ise :
Kod:

if ( from is BaseCreature && ((BaseCreature)from).Controlled )
gc *= 2;

daki
Kod:

gc *= 2;

2yi .25 yapmanız gerekiyor...

Stat Phları :
Kod:

private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( 15.0 );

bölümünden editlenir.
Her saniye için açmak isterseniz
Kod:

TimeSpan.FromMinutes( 15.0 );

bölümünü
Kod:

TimeSpan.FromSeconds( 0.1 );

Yapmanız gerekmektedir.
güzel paylaşım teşekkürler.
dökümanlara yassan olmazmı ?

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