ServUO Version
Publish 58
Ultima Expansion
Endless Journey
Trying to fix the bandage script so it won't burn through so many bandages quickly. Currently if a player just keeps spamming using bandages its burns them while the first bandage timer is still running. Used up 100 bandages while waiting for the initial bandage heal to hit.

bandage.cs:
#region References
using System;
using System.Collections.Generic;

using Server.Factions;
using Server.Gumps;
using Server.Mobiles;
using Server.Targeting;
using Server.Network;
using Server.Engines.Despise;
using Server.Services.Virtues;
#endregion

namespace Server.Items
{
    public class Bandage : Item, IDyable, ICommodity
    {
        public static void Initialize()
        {
            EventSink.BandageTargetRequest += BandageTargetRequest;
        }

        public static int Range = (Core.AOS ? 2 : 1);

        public override double DefaultWeight { get { return 0.1; } }

        [Constructable]
        public Bandage()
            : this(1)
        { }

        [Constructable]
        public Bandage(int amount)
            : base(0xE21)
        {
            Stackable = true;
            Amount = amount;
        }

        public Bandage(Serial serial)
            : base(serial)
        { }

        TextDefinition ICommodity.Description { get { return LabelNumber; } }
        bool ICommodity.IsDeedable { get { return true; } }

        public virtual bool Dye(Mobile from, DyeTub sender)
        {
            if (Deleted)
            {
                return false;
            }

            Hue = sender.DyedHue;

            return true;
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write(0); // version
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();
        }

        public override void OnDoubleClick(Mobile from)
        {
            if (from.InRange(GetWorldLocation(), Range))
            {
                from.RevealingAction();

                from.SendLocalizedMessage(500948); // Who will you use the bandages on?

                from.Target = new InternalTarget(this);
            }
            else
            {
                from.SendLocalizedMessage(500295); // You are too far away to do that.
            }
        }

        public static void BandageTargetRequest(BandageTargetRequestEventArgs e)
        {
            BandageTargetRequest(e.Bandage as Bandage, e.Mobile, e.Target);
        }

        public static void BandageTargetRequest(Bandage bandage, Mobile from, Mobile target)
        {
            if (bandage == null || bandage.Deleted)
                return;

            if (from.InRange(bandage.GetWorldLocation(), Range))
            {
                Target t = from.Target;

                if (t != null)
                {
                    Target.Cancel(from);
                    from.Target = null;
                }

                from.RevealingAction();
                from.SendLocalizedMessage(500948); // Who will you use the bandages on?

                new InternalTarget(bandage).Invoke(from, target);
            }
            else
            {
                from.SendLocalizedMessage(500295); // You are too far away to do that.
            }
        }

        private class InternalTarget : Target
        {
            private readonly Bandage m_Bandage;

            public InternalTarget(Bandage bandage)
                : base(Bandage.Range, false, TargetFlags.Beneficial)
            {
                m_Bandage = bandage;
            }

            protected override void OnTarget(Mobile from, object targeted)
            {
                if (m_Bandage.Deleted)
                {
                    return;
                }

                if (targeted is Mobile)
                {
                    if (from.InRange(m_Bandage.GetWorldLocation(), Bandage.Range))
                    {
                        if (BandageContext.BeginHeal(from, (Mobile)targeted, m_Bandage is EnhancedBandage) != null)
                        {
                            NegativeAttributes.OnCombatAction(from);
                            m_Bandage.Consume();
                        }
                    }
                    else
                    {
                        from.SendLocalizedMessage(500295); // You are too far away to do that.
                    }
                }
                else if (targeted is PlagueBeastInnard)
                {
                    if (((PlagueBeastInnard)targeted).OnBandage(from))
                    {
                        NegativeAttributes.OnCombatAction(from);
                        m_Bandage.Consume();
                    }
                }
                else
                {
                    from.SendLocalizedMessage(500970); // Bandages can not be used on that.
                }
            }

            protected override void OnNonlocalTarget(Mobile from, object targeted)
            {
                if (targeted is PlagueBeastInnard)
                {
                    if (((PlagueBeastInnard)targeted).OnBandage(from))
                    {
                        m_Bandage.Consume();
                    }
                }
                else
                {
                    base.OnNonlocalTarget(from, targeted);
                }
            }
        }
    }

    public class BandageContext
    {
        private readonly Mobile m_Healer;
        private readonly Mobile m_Patient;
        private int m_Slips;
        private int m_HealedPoisonOrBleed;
        private Timer m_Timer;
        private int m_HealingBonus;

        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 int HealedPoisonOrBleed { get { return m_HealedPoisonOrBleed; } set { m_HealedPoisonOrBleed = value; } }
        public Timer Timer { get { return m_Timer; } }
        public int HealingBonus { get { return m_HealingBonus; } }

        public void Slip()
        {
            m_Healer.SendLocalizedMessage(500961); // Your fingers slip!
            ++m_Slips;
        }

        public BandageContext(Mobile healer, Mobile patient, TimeSpan delay)
            : this(healer, patient, delay, false)
        { }

        public BandageContext(Mobile healer, Mobile patient, TimeSpan delay, bool enhanced)
        {
            m_Healer = healer;
            m_Patient = patient;

            if (enhanced)
                m_HealingBonus += EnhancedBandage.HealingBonus;

            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 readonly Dictionary<Mobile, BandageContext> m_Table = new Dictionary<Mobile, BandageContext>();

        public static BandageContext GetContext(Mobile healer)
        {
            BandageContext bc = null;
            m_Table.TryGetValue(healer, out bc);
            return bc;
        }

        public static SkillName GetPrimarySkill(Mobile healer, Mobile m)
        {
            if (m is DespiseCreature)
            {
                return healer.Skills[SkillName.Healing].Value > healer.Skills[SkillName.Veterinary].Value ? SkillName.Healing : SkillName.Veterinary;
            }

            if (!m.Player && (m.Body.IsMonster || m.Body.IsAnimal))
            {
                return SkillName.Veterinary;
            }
            else
            {
                return SkillName.Healing;
            }
        }

        public static SkillName GetSecondarySkill(Mobile healer, Mobile m)
        {
            if (m is DespiseCreature)
            {
                return healer.Skills[SkillName.Healing].Value > healer.Skills[SkillName.Veterinary].Value ? SkillName.Anatomy : SkillName.AnimalLore;
            }

            if (!m.Player && (m.Body.IsMonster || m.Body.IsAnimal))
            {
                return SkillName.AnimalLore;
            }
            else
            {
                return SkillName.Anatomy;
            }
        }

        public void CheckPoisonOrBleed()
        {
            bool bleeding = BleedAttack.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);
                        }

                        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 void EndHeal()
        {
            StopHeal();

            int healerNumber = -1, patientNumber = -1;
            bool playSound = true;
            bool checkSkills = false;

            SkillName primarySkill = GetPrimarySkill(m_Healer, m_Patient);
            SkillName secondarySkill = GetSecondarySkill(m_Healer, 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) ||
                    (Server.Engines.VvV.ViceVsVirtueSystem.Enabled && petPatient is Server.Engines.VvV.VvVMount && 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 = 1049658; // The owner has been asked to sanctify the resurrection.

                                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 = 1049658; // The owner has been asked to sanctify the resurrection.

                                        friend.CloseGump(typeof(PetResurrectGump));
                                        friend.SendGump(new PetResurrectGump(m_Healer, petPatient));

                                        found = true;
                                        break;
                                    }
                                }

                                if (!found)
                                {
                                    healerNumber = 1049659; // Neither the owner or friends of the pet are nearby to sanctify the 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 (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;

                FirstAidBelt belt = m_Healer.FindItemOnLayer(Layer.Waist) as FirstAidBelt;

                if (belt != null)
                    m_HealingBonus += belt.HealingBonus;

                Item item = m_Healer.FindItemOnLayer(Layer.TwoHanded);

                if (item is Asclepius || item is GargishAsclepius)
                    m_HealingBonus += 15;

                if (m_HealingBonus > 0)
                    healing += m_HealingBonus;

                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;
                    }

                    #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 (SearingWounds.IsUnderEffects(m_Patient))
                    {
                        toHeal /= 2;
                        m_Patient.SendLocalizedMessage(1151178); // The cauterized wound resists some of your healing.
                    }

                    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);
        }

        private class InternalTimer : Timer
        {
            private BandageContext m_Context;
            private long m_Begin;
            private long m_Expires;
            private bool m_CheckedHealAndBleed;

            public bool CanCheckAtHalf
            {
                get
                {
                    return Core.SA &&
                           m_Context != null && m_Context.Healer == m_Context.Patient &&
                           m_Context.Healer.Skills[SkillName.Healing].Value >= 80 &&
                           m_Context.Healer.Skills[SkillName.Anatomy].Value >= 80;
                }
            }

            public InternalTimer(BandageContext context, TimeSpan delay)
                : base(TimeSpan.FromMilliseconds(250), TimeSpan.FromMilliseconds(250))
            {
                m_Context = context;
                Priority = TimerPriority.FiftyMS;

                m_Begin = Core.TickCount;
                m_Expires = Core.TickCount + (int)delay.TotalMilliseconds;
            }

            protected override void OnTick()
            {
                if (Core.TickCount >= m_Expires)
                {
                    m_Context.EndHeal();
                    Stop();
                }
                else if (!m_CheckedHealAndBleed && CanCheckAtHalf && m_Begin + ((m_Expires - m_Begin) / 2) < Core.TickCount)
                {
                    m_Context.CheckPoisonOrBleed();
                    m_CheckedHealAndBleed = true;
                }
            }
        }

        public static BandageContext BeginHeal(Mobile healer, Mobile patient)
        {
            return BeginHeal(healer, patient, false);
        }

        public static BandageContext BeginHeal(Mobile healer, Mobile patient, bool enhanced)
        {
            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) && !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);

                BandageContext context = GetContext(healer);

                if (context != null)
                {
                    context.StopHeal();
                }

                var delay = GetDelay(healer, patient);

                if (patient is PlayerMobile)
                    BuffInfo.AddBuff(healer, new BuffInfo(BuffIcon.Healing, 1002082, 1151400, delay, healer, String.Format("{0}", patient.Name)));
                else
                    BuffInfo.AddBuff(healer, new BuffInfo(BuffIcon.Veterinary, 1002167, 1151400, delay, healer, String.Format("{0}", patient.Name)));

                context = new BandageContext(healer, patient, delay, enhanced);

                m_Table[healer] = context;

                if (healer != patient)
                {
                    patient.SendLocalizedMessage(1008078, false, healer.Name); //  : Attempting to heal you.
                }

                healer.SendLocalizedMessage(500956); // You begin applying the bandages.

                if (healer.NetState != null && healer.NetState.IsEnhancedClient)
                {
                    healer.NetState.Send(new BandageTimerPacket((int)delay.TotalSeconds));
                }

                return context;
            }

            return null;
        }

        public static TimeSpan GetDelay(Mobile healer, Mobile patient)
        {
            return GetDelay(healer, patient, !patient.Alive || patient.IsDeadBondedPet);
        }

        public static TimeSpan GetDelay(Mobile healer, Mobile patient, bool dead)
        {
            return GetDelay(healer, patient, dead, GetPrimarySkill(healer, patient));
        }

        public static TimeSpan GetDelay(Mobile healer, Mobile patient, bool dead, SkillName skill)
        {
            var resDelay = dead ? 5.0 : 0.0;

            var dex = healer.Dex;

            double seconds;

            if (healer == patient)
            {
                if (Core.AOS)
                {
                    seconds = Math.Min(8, Math.Ceiling(11.0 - dex / 20));
                    seconds = Math.Max(seconds, 4);
                }
                else
                {
                    seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
                }
            }
            else if (Core.AOS && skill == SkillName.Veterinary)
            {
                seconds = 2.0;
            }
            else if (Core.AOS)
            {
                seconds = Math.Ceiling((double)4 - 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;
            }
            
            return TimeSpan.FromSeconds(seconds);
        }
    }

    public sealed class BandageTimerPacket : Packet
    {
        public BandageTimerPacket(int duration)
            : base(0xBF)
        {
            EnsureCapacity(15);

            m_Stream.Write((short)0x31);
            m_Stream.Write((short)0x01);

            m_Stream.Write((int)0xE21);
            m_Stream.Write(duration);
        }
    }
}
 
Could prolly set a bool within Playermobile ie "IsHealing" make it start when they apply the bandage

if(pm.IsHealing)
{
pm.SendMessage("already healing,blabla");
return;
}

Then once the bandage either failed or applied, pm.IsHealing = false

Or you could even go with the BandageContext which is an easier route
 
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