How would I made stealth auto renew so someone doesn't have to use the skill again once hidden?

Code:
using System;
using Server.Items;
using Server.Mobiles;

namespace Server.SkillHandlers
{
    public class Stealth
    {
        private static readonly int[,] m_ArmorTable = new int[,]
        {
            //    Gorget    Gloves    Helmet    Arms    Legs    Chest    Shield
            /* Cloth    */ { 0, 0, 0, 0, 0, 0, 0 },
            /* Leather    */ { 0, 0, 0, 0, 0, 0, 0 },
            /* Studded    */ { 2, 2, 0, 4, 6, 10, 0 },
            /* Bone        */ { 0, 5, 10, 10, 15, 25, 0 },
            /* Spined    */ { 0, 0, 0, 0, 0, 0, 0 },
            /* Horned    */ { 0, 0, 0, 0, 0, 0, 0 },
            /* Barbed    */ { 0, 0, 0, 0, 0, 0, 0 },
            /* Ring        */ { 0, 5, 0, 10, 15, 25, 0 },
            /* Chain    */ { 0, 0, 10, 0, 15, 25, 0 },
            /* Plate    */ { 5, 5, 10, 10, 15, 25, 0 },
            /* Dragon    */ { 0, 5, 10, 10, 15, 25, 0 }
        };
        public static double HidingRequirement
        {
            get
            {
                return (Core.ML ? 30.0 : (Core.SE ? 50.0 : 80.0));
            }
        }
        public static int[,] ArmorTable
        {
            get
            {
                return m_ArmorTable;
            }
        }
        public static void Initialize()
        {
            SkillInfo.Table[(int)SkillName.Stealth].Callback = new SkillUseCallback(OnUse);
        }

        public static int GetArmorRating(Mobile m)
        {
            if (!Core.AOS)
                return (int)m.ArmorRating;

            int ar = 0;

            for (int i = 0; i < m.Items.Count; i++)
            {
                BaseArmor armor = m.Items[i] as BaseArmor;

                if (armor == null)
                    continue;

                int materialType = (int)armor.MaterialType;
                int bodyPosition = (int)armor.BodyPosition;

                if (materialType >= m_ArmorTable.GetLength(0) || bodyPosition >= m_ArmorTable.GetLength(1))
                    continue;

                if (armor.ArmorAttributes.MageArmor == 0)
                    ar += m_ArmorTable[materialType, bodyPosition];
            }

            return ar;
        }

        public static TimeSpan OnUse(Mobile m)
        {
            if (!m.Hidden)
            {
                m.SendLocalizedMessage(502725); // You must hide first
            }
            else if (m.Skills[SkillName.Hiding].Base < HidingRequirement)
            {
                m.SendLocalizedMessage(502726); // You are not hidden well enough.  Become better at hiding.
                m.RevealingAction();
                BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
            }
            else if (!m.CanBeginAction(typeof(Stealth)))
            {
                m.SendLocalizedMessage(1063086); // You cannot use this skill right now.
                m.RevealingAction();
                BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
            }
            else
            {
                int armorRating = GetArmorRating(m);

                if (armorRating >= (Core.AOS ? 42 : 26)) //I have a hunch '42' was chosen cause someone's a fan of DNA
                {
                    m.SendLocalizedMessage(502727); // You could not hope to move quietly wearing this much armor.
                    m.RevealingAction();
                    BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
                }
                else if (m.CheckSkill(SkillName.Stealth, -20.0 + (armorRating * 2), (Core.AOS ? 60.0 : 80.0) + (armorRating * 2)))
                {
                    int steps = (int)(m.Skills[SkillName.Stealth].Value / (Core.AOS ? 5.0 : 10.0));

                    if (steps < 1)
                        steps = 1;

                    m.AllowedStealthSteps = steps;

                    PlayerMobile pm = m as PlayerMobile; // IsStealthing should be moved to Server.Mobiles

                    if (pm != null)
                        pm.IsStealthing = true;

                    m.SendLocalizedMessage(502730); // You begin to move quietly.

                    BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.HidingAndOrStealth, 1044107, 1075655));
                    return TimeSpan.FromSeconds(10.0);
                }
                else
                {
                    m.SendLocalizedMessage(502731); // You fail in your attempt to move unnoticed.
                    m.RevealingAction();
                    BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
                }
            }

            return TimeSpan.FromSeconds(10.0);
        }
    }
}
 
From what i remember, AOS introduced that feature.
Do you mean that stealth should be automatic even if not clicking and having 0?
 
From what i remember, AOS introduced that feature.
Do you mean that stealth should be automatic even if not clicking and having 0?

So what it should do is, if you hide, and then you move, and you have the appropriate stealth level you will start stealthing, and until revealed or you run or you fail, you continue to renew stealth.
 
remove these lines

int steps = (int)(m.Skills[SkillName.Stealth].Value / (Core.AOS ? 5.0 : 10.0));

if (steps < 1)
steps = 1;

m.AllowedStealthSteps = steps;

return TimeSpan.FromSeconds(10.0);
return TimeSpan.FromSeconds(10.0);

Then in player mobile:
https://github.com/ServUO/ServUO/bl...6bb622b/Scripts/Mobiles/PlayerMobile.cs#L4613

around line 4613
assuming you still want them to be revealed if they run

take out these lines
else if (AllowedStealthSteps-- <= 0)
{
Stealth.OnUse(this);
}

this won't really renew stealth, but will stop them from being revealed after 10 seconds or when they reach their max steps
 
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