Reorganizes Project (#41)
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08bf44af9a
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3614a66aee
3499 changed files with 79 additions and 55 deletions
144
Projects/Scripts/Spells/Bushido/Confidence.cs
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144
Projects/Scripts/Spells/Bushido/Confidence.cs
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@ -0,0 +1,144 @@
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using System;
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using System.Collections.Generic;
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namespace Server.Spells.Bushido
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{
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public class Confidence : SamuraiSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Confidence", null,
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-1,
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9002
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);
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private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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private static Dictionary<Mobile, Timer> m_RegenTable = new Dictionary<Mobile, Timer>();
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public Confidence(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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public override double RequiredSkill => 25.0;
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public override int RequiredMana => 10;
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.SendLocalizedMessage(1063115); // You exude confidence.
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Caster.FixedParticles(0x375A, 1, 17, 0x7DA, 0x960, 0x3, EffectLayer.Waist);
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Caster.PlaySound(0x51A);
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OnCastSuccessful(Caster);
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BeginConfidence(Caster);
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BeginRegenerating(Caster);
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}
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FinishSequence();
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}
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public static bool IsConfident(Mobile m)
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{
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return m_Table.ContainsKey(m);
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}
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public static void BeginConfidence(Mobile m)
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{
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m_Table.TryGetValue(m, out Timer timer);
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timer?.Stop();
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m_Table[m] = timer = new InternalTimer(m);
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timer.Start();
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}
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public static void EndConfidence(Mobile m)
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{
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if (m_Table.TryGetValue(m, out Timer timer))
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{
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timer.Stop();
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m_Table.Remove(m);
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}
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OnEffectEnd(m, typeof(Confidence));
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}
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public static bool IsRegenerating(Mobile m)
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{
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return m_RegenTable.ContainsKey(m);
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}
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public static void BeginRegenerating(Mobile m)
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{
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m_RegenTable.TryGetValue(m, out Timer timer);
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timer?.Stop();
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m_RegenTable[m] = timer = new RegenTimer(m);
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timer.Start();
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}
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public static void StopRegenerating(Mobile m)
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{
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if (m_RegenTable.TryGetValue(m, out Timer timer))
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{
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timer.Stop();
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m_RegenTable.Remove(m);
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}
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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public InternalTimer(Mobile m) : base(TimeSpan.FromSeconds(15.0))
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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EndConfidence(m_Mobile);
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m_Mobile.SendLocalizedMessage(1063116); // Your confidence wanes.
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}
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}
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private class RegenTimer : Timer
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{
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private int m_Hits;
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private Mobile m_Mobile;
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private int m_Ticks;
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public RegenTimer(Mobile m) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0))
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{
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m_Mobile = m;
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m_Hits = 15 + m.Skills.Bushido.Fixed * m.Skills.Bushido.Fixed / 57600;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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++m_Ticks;
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if (m_Ticks >= 5)
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{
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m_Mobile.Hits += m_Hits - m_Hits * 4 / 5;
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StopRegenerating(m_Mobile);
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}
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m_Mobile.Hits += m_Hits / 5;
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}
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}
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}
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}
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108
Projects/Scripts/Spells/Bushido/CounterAttack.cs
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108
Projects/Scripts/Spells/Bushido/CounterAttack.cs
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@ -0,0 +1,108 @@
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using System;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Spells.Bushido
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{
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public class CounterAttack : SamuraiSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"CounterAttack", null,
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-1,
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9002
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);
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private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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public CounterAttack(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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public override double RequiredSkill => 40.0;
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public override int RequiredMana => 5;
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public override bool CheckCast()
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{
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if (!base.CheckCast())
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return false;
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if (Caster.FindItemOnLayer(Layer.TwoHanded) is BaseShield)
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return true;
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if (Caster.FindItemOnLayer(Layer.OneHanded) is BaseWeapon)
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return true;
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if (Caster.FindItemOnLayer(Layer.TwoHanded) is BaseWeapon)
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return true;
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Caster.SendLocalizedMessage(1062944); // You must have a weapon or a shield equipped to use this ability!
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return false;
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}
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.SendLocalizedMessage(1063118); // You prepare to respond immediately to the next blocked blow.
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OnCastSuccessful(Caster);
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StartCountering(Caster);
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}
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FinishSequence();
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}
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public static bool IsCountering(Mobile m)
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{
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return m_Table.ContainsKey(m);
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}
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public static void StartCountering(Mobile m)
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{
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m_Table.TryGetValue(m, out Timer timer);
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timer?.Stop();
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m_Table[m] = timer = new InternalTimer(m);
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timer.Start();
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}
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public static void StopCountering(Mobile m)
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{
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if (m_Table.TryGetValue(m, out Timer timer))
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{
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timer.Stop();
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m_Table.Remove(m);
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}
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OnEffectEnd(m, typeof(CounterAttack));
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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public InternalTimer(Mobile m) : base(TimeSpan.FromSeconds(30.0))
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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StopCountering(m_Mobile);
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m_Mobile.SendLocalizedMessage(1063119); // You return to your normal stance.
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}
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}
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}
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}
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215
Projects/Scripts/Spells/Bushido/Evasion.cs
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215
Projects/Scripts/Spells/Bushido/Evasion.cs
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@ -0,0 +1,215 @@
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using System;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Spells.Bushido
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{
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public class Evasion : SamuraiSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Evasion", null,
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-1,
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9002
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);
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private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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public Evasion(Mobile caster, Item scroll)
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: base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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public override double RequiredSkill => 60.0;
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public override int RequiredMana => 10;
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public override bool CheckCast()
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{
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return VerifyCast(Caster, true) && base.CheckCast();
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}
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public static bool VerifyCast(Mobile Caster, bool messages)
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{
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if (Caster == null) // Sanity
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return false;
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if (!(Caster.FindItemOnLayer(Layer.OneHanded) is BaseWeapon weap))
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weap = Caster.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon;
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if (weap != null)
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{
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if (Core.ML && Caster.Skills[weap.Skill].Base < 50)
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{
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if (messages)
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Caster.SendLocalizedMessage(
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1076206); // Your skill with your equipped weapon must be 50 or higher to use Evasion.
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return false;
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}
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}
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else if (!(Caster.FindItemOnLayer(Layer.TwoHanded) is BaseShield))
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{
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if (messages)
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Caster.SendLocalizedMessage(1062944); // You must have a weapon or a shield equipped to use this ability!
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return false;
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}
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if (!Caster.CanBeginAction<Evasion>())
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{
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if (messages) Caster.SendLocalizedMessage(501789); // You must wait before trying again.
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return false;
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}
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return true;
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}
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public static bool CheckSpellEvasion(Mobile defender)
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{
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if (!(defender.FindItemOnLayer(Layer.OneHanded) is BaseWeapon weap))
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weap = defender.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon;
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if (Core.ML)
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{
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if (defender.Spell != null && defender.Spell.IsCasting) return false;
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if (weap != null)
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{
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if (defender.Skills[weap.Skill].Base < 50) return false;
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}
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else if (!(defender.FindItemOnLayer(Layer.TwoHanded) is BaseShield))
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{
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return false;
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}
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}
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if (IsEvading(defender) && BaseWeapon.CheckParry(defender))
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{
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defender.Emote("*evades*"); // Yes. Eew. Blame OSI.
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defender.FixedEffect(0x37B9, 10, 16);
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return true;
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}
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return false;
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}
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.SendLocalizedMessage(1063120); // You feel that you might be able to deflect any attack!
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Caster.FixedParticles(0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist);
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Caster.PlaySound(0x51B);
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OnCastSuccessful(Caster);
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BeginEvasion(Caster);
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Caster.BeginAction<Evasion>();
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Timer.DelayCall(TimeSpan.FromSeconds(20.0), delegate { Caster.EndAction<Evasion>(); });
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}
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FinishSequence();
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}
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public static bool IsEvading(Mobile m)
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{
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return m_Table.ContainsKey(m);
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}
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public static TimeSpan GetEvadeDuration(Mobile m)
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{
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/* Evasion duration now scales with Bushido skill
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*
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* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
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* Evasion duration range:
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* o 3-6 seconds w/o tactics/anatomy
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* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
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*/
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if (!Core.ML)
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return TimeSpan.FromSeconds(8.0);
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double seconds = 3;
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if (m.Skills.Bushido.Value > 60)
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seconds += (m.Skills.Bushido.Value - 60) / 20;
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if (m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0
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) //Bushido being HIGHER than 100 for bonus is intended
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seconds++;
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return TimeSpan.FromSeconds((int)seconds);
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}
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public static double GetParryScalar(Mobile m)
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{
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/* Evasion modifier to parry now scales with Bushido skill
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*
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* If the player has higher than GM Bushido, and at least GM Tactics and Anatomy, they get a bonus to their evasion modifier (10% bonus to the evasion modifier to parry NOT 10% to the final parry chance)
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*
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* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
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* o 16-40% bonus w/o tactics/anatomy
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* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
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*/
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if (!Core.ML)
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return 1.5;
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double bonus = 0;
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if (m.Skills.Bushido.Value >= 60)
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bonus += (m.Skills.Bushido.Value - 60) * .004 + 0.16;
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if (m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100
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) //Bushido being HIGHER than 100 for bonus is intended
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bonus += 0.10;
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return 1.0 + bonus;
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}
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public static void BeginEvasion(Mobile m)
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{
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m_Table.TryGetValue(m, out Timer timer);
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timer?.Stop();
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m_Table[m] = timer = new InternalTimer(m, GetEvadeDuration(m));
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timer.Start();
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}
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public static void EndEvasion(Mobile m)
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{
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if (m_Table.TryGetValue(m, out Timer timer))
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{
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timer.Stop();
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m_Table.Remove(m);
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}
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OnEffectEnd(m, typeof(Evasion));
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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public InternalTimer(Mobile m, TimeSpan delay)
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: base(delay)
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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EndEvasion(m_Mobile);
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m_Mobile.SendLocalizedMessage(1063121); // You no longer feel that you could deflect any attack.
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}
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}
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}
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}
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152
Projects/Scripts/Spells/Bushido/HonorableExecution.cs
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152
Projects/Scripts/Spells/Bushido/HonorableExecution.cs
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@ -0,0 +1,152 @@
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using System;
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using System.Collections.Generic;
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namespace Server.Spells.Bushido
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{
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public class HonorableExecution : SamuraiMove
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{
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private static Dictionary<Mobile, HonorableExecutionInfo> m_Table = new Dictionary<Mobile, HonorableExecutionInfo>();
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public override int BaseMana => 0;
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public override double RequiredSkill => 25.0;
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public override TextDefinition AbilityMessage =>
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new TextDefinition(1063122); // You better kill your enemy with your next hit or you'll be rather sorry...
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public override double GetDamageScalar(Mobile attacker, Mobile defender)
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{
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double bushido = attacker.Skills.Bushido.Value;
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// TODO: 20 -> Perfection
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return 1.0 + bushido * 20 / 10000;
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return;
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ClearCurrentMove(attacker);
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if (m_Table.TryGetValue(attacker, out HonorableExecutionInfo info))
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{
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info.Clear();
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info.m_Timer?.Stop();
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}
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if (!defender.Alive)
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{
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attacker.FixedParticles(0x373A, 1, 17, 0x7E2, EffectLayer.Waist);
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double bushido = attacker.Skills.Bushido.Value;
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attacker.Hits += 20 + (int)(bushido * bushido / 480.0);
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int swingBonus = Math.Max(1, (int)(bushido * bushido / 720.0));
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info = new HonorableExecutionInfo(attacker, swingBonus);
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info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(20.0), RemovePenalty, info.m_Mobile);
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m_Table[attacker] = info;
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}
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else
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{
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List<object> mods = new List<object>
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{
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new ResistanceMod(ResistanceType.Physical, -40),
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new ResistanceMod(ResistanceType.Fire, -40),
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new ResistanceMod(ResistanceType.Cold, -40),
|
||||
new ResistanceMod(ResistanceType.Poison, -40),
|
||||
new ResistanceMod(ResistanceType.Energy, -40)
|
||||
};
|
||||
|
||||
double resSpells = attacker.Skills.MagicResist.Value;
|
||||
|
||||
if (resSpells > 0.0)
|
||||
mods.Add(new DefaultSkillMod(SkillName.MagicResist, true, -resSpells));
|
||||
|
||||
info = new HonorableExecutionInfo(attacker, mods);
|
||||
info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(7.0), RemovePenalty, info.m_Mobile);
|
||||
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
|
||||
CheckGain(attacker);
|
||||
}
|
||||
|
||||
public static int GetSwingBonus(Mobile target)
|
||||
{
|
||||
return m_Table.TryGetValue(target, out HonorableExecutionInfo info) ? info.m_SwingBonus : 0;
|
||||
}
|
||||
|
||||
public static bool IsUnderPenalty(Mobile target)
|
||||
{
|
||||
return m_Table.TryGetValue(target, out HonorableExecutionInfo info) && info.m_Penalty;
|
||||
}
|
||||
|
||||
public static void RemovePenalty(Mobile target)
|
||||
{
|
||||
if (!m_Table.TryGetValue(target, out HonorableExecutionInfo info) || !info.m_Penalty)
|
||||
return;
|
||||
|
||||
info.Clear();
|
||||
info.m_Timer?.Stop();
|
||||
m_Table.Remove(target);
|
||||
}
|
||||
|
||||
private class HonorableExecutionInfo
|
||||
{
|
||||
public Mobile m_Mobile;
|
||||
public List<object> m_Mods;
|
||||
public bool m_Penalty;
|
||||
public int m_SwingBonus;
|
||||
public Timer m_Timer;
|
||||
|
||||
public HonorableExecutionInfo(Mobile from, List<object> mods) : this(from, 0, mods, mods != null)
|
||||
{
|
||||
}
|
||||
|
||||
public HonorableExecutionInfo(Mobile from, int swingBonus, List<object> mods = null, bool penalty = false)
|
||||
{
|
||||
m_Mobile = from;
|
||||
m_SwingBonus = swingBonus;
|
||||
m_Mods = mods;
|
||||
m_Penalty = penalty;
|
||||
|
||||
Apply();
|
||||
}
|
||||
|
||||
public void Apply()
|
||||
{
|
||||
if (m_Mods == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < m_Mods.Count; ++i)
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if (mod is ResistanceMod resistanceMod)
|
||||
m_Mobile.AddResistanceMod(resistanceMod);
|
||||
else if (mod is SkillMod skillMod)
|
||||
m_Mobile.AddSkillMod(skillMod);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
if (m_Mods == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < m_Mods.Count; ++i)
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if (mod is ResistanceMod resistanceMod)
|
||||
m_Mobile.RemoveResistanceMod(resistanceMod);
|
||||
else if (mod is SkillMod skillMod)
|
||||
m_Mobile.RemoveSkillMod(skillMod);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
69
Projects/Scripts/Spells/Bushido/LightningStrike.cs
Normal file
69
Projects/Scripts/Spells/Bushido/LightningStrike.cs
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
using Server.Mobiles;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class LightningStrike : SamuraiMove
|
||||
{
|
||||
public override int BaseMana => 5;
|
||||
public override double RequiredSkill => 50.0;
|
||||
|
||||
public override TextDefinition AbilityMessage => new TextDefinition(1063167); // You prepare to strike quickly.
|
||||
|
||||
public override bool DelayedContext => true;
|
||||
|
||||
public override bool ValidatesDuringHit => false;
|
||||
|
||||
public override int GetAccuracyBonus(Mobile attacker)
|
||||
{
|
||||
return 50;
|
||||
}
|
||||
|
||||
public override bool Validate(Mobile from)
|
||||
{
|
||||
bool isValid = base.Validate(from);
|
||||
if (isValid)
|
||||
{
|
||||
PlayerMobile ThePlayer = from as PlayerMobile;
|
||||
ThePlayer.ExecutesLightningStrike = BaseMana;
|
||||
}
|
||||
|
||||
return isValid;
|
||||
}
|
||||
|
||||
public override bool IgnoreArmor(Mobile attacker)
|
||||
{
|
||||
double bushido = attacker.Skills.Bushido.Value;
|
||||
double criticalChance = bushido * bushido / 72000.0;
|
||||
return criticalChance >= Utility.RandomDouble();
|
||||
}
|
||||
|
||||
public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
|
||||
{
|
||||
/* no mana drain before actual hit */
|
||||
bool enoughMana = CheckMana(attacker, false);
|
||||
return Validate(attacker);
|
||||
}
|
||||
|
||||
public override void OnHit(Mobile attacker, Mobile defender, int damage)
|
||||
{
|
||||
ClearCurrentMove(attacker);
|
||||
if (CheckMana(attacker, true))
|
||||
{
|
||||
attacker.SendLocalizedMessage(1063168); // You attack with lightning precision!
|
||||
defender.SendLocalizedMessage(1063169); // Your opponent's quick strike causes extra damage!
|
||||
defender.FixedParticles(0x3818, 1, 11, 0x13A8, 0, 0, EffectLayer.Waist);
|
||||
defender.PlaySound(0x51D);
|
||||
CheckGain(attacker);
|
||||
SetContext(attacker);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnClearMove(Mobile attacker)
|
||||
{
|
||||
PlayerMobile
|
||||
ThePlayer =
|
||||
attacker as PlayerMobile; // this can be deletet if the PlayerMobile parts are moved to Server.Mobile
|
||||
ThePlayer.ExecutesLightningStrike = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
60
Projects/Scripts/Spells/Bushido/MomentumStrike.cs
Normal file
60
Projects/Scripts/Spells/Bushido/MomentumStrike.cs
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Server.Items;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class MomentumStrike : SamuraiMove
|
||||
{
|
||||
public override int BaseMana => 10;
|
||||
public override double RequiredSkill => 70.0;
|
||||
|
||||
public override TextDefinition AbilityMessage =>
|
||||
new TextDefinition(1070757); // You prepare to strike two enemies with one blow.
|
||||
|
||||
public override void OnHit(Mobile attacker, Mobile defender, int damage)
|
||||
{
|
||||
if (!Validate(attacker) || !CheckMana(attacker, false))
|
||||
return;
|
||||
|
||||
ClearCurrentMove(attacker);
|
||||
|
||||
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
|
||||
|
||||
List<Mobile> targets = attacker.GetMobilesInRange(weapon.MaxRange)
|
||||
.Where(m => m != defender).Where(m => m.Combatant == attacker).ToList();
|
||||
|
||||
if (targets.Count <= 0)
|
||||
{
|
||||
attacker.SendLocalizedMessage(1063123); // There are no valid targets to attack!
|
||||
return;
|
||||
}
|
||||
|
||||
if (!CheckMana(attacker, true))
|
||||
return;
|
||||
|
||||
Mobile target = targets[Utility.Random(targets.Count)];
|
||||
|
||||
double damageBonus = attacker.Skills.Bushido.Value / 100.0;
|
||||
|
||||
if (!defender.Alive)
|
||||
damageBonus *= 1.5;
|
||||
|
||||
attacker.SendLocalizedMessage(1063171); // You transfer the momentum of your weapon into another enemy!
|
||||
target.SendLocalizedMessage(1063172); // You were hit by the momentum of a Samurai's weapon!
|
||||
|
||||
target.FixedParticles(0x37B9, 1, 4, 0x251D, 0, 0, EffectLayer.Waist);
|
||||
|
||||
attacker.PlaySound(0x510);
|
||||
|
||||
weapon.OnSwing(attacker, target, damageBonus);
|
||||
|
||||
CheckGain(attacker);
|
||||
}
|
||||
|
||||
public override void CheckGain(Mobile m)
|
||||
{
|
||||
m.CheckSkill(MoveSkill, RequiredSkill, 120.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Projects/Scripts/Spells/Bushido/SamuraiMove.cs
Normal file
12
Projects/Scripts/Spells/Bushido/SamuraiMove.cs
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
namespace Server.Spells
|
||||
{
|
||||
public class SamuraiMove : SpecialMove
|
||||
{
|
||||
public override SkillName MoveSkill => SkillName.Bushido;
|
||||
|
||||
public override void CheckGain(Mobile m)
|
||||
{
|
||||
m.CheckSkill(MoveSkill, RequiredSkill - 12.5, RequiredSkill + 37.5); //Per five on friday 02/16/07
|
||||
}
|
||||
}
|
||||
}
|
||||
126
Projects/Scripts/Spells/Bushido/SamuraiSpell.cs
Normal file
126
Projects/Scripts/Spells/Bushido/SamuraiSpell.cs
Normal file
|
|
@ -0,0 +1,126 @@
|
|||
using System;
|
||||
using Server.Mobiles;
|
||||
using Server.Network;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public abstract class SamuraiSpell : Spell
|
||||
{
|
||||
public SamuraiSpell(Mobile caster, Item scroll, SpellInfo info) : base(caster, scroll, info)
|
||||
{
|
||||
}
|
||||
|
||||
public abstract double RequiredSkill{ get; }
|
||||
public abstract int RequiredMana{ get; }
|
||||
|
||||
public override SkillName CastSkill => SkillName.Bushido;
|
||||
public override SkillName DamageSkill => SkillName.Bushido;
|
||||
|
||||
public override bool ClearHandsOnCast => false;
|
||||
public override bool BlocksMovement => false;
|
||||
public override bool ShowHandMovement => false;
|
||||
|
||||
//public override int CastDelayBase => 1;
|
||||
public override double CastDelayFastScalar => 0;
|
||||
|
||||
public override int CastRecoveryBase => 7;
|
||||
|
||||
public static bool CheckExpansion(Mobile from)
|
||||
{
|
||||
return (from as PlayerMobile)?.NetState?.SupportsExpansion(Expansion.SE) == true;
|
||||
}
|
||||
|
||||
public override bool CheckCast()
|
||||
{
|
||||
int mana = ScaleMana(RequiredMana);
|
||||
|
||||
if (!base.CheckCast())
|
||||
return false;
|
||||
|
||||
if (!CheckExpansion(Caster))
|
||||
{
|
||||
Caster.SendLocalizedMessage(1063456); // You must upgrade to Samurai Empire in order to use that ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Caster.Skills[CastSkill].Value < RequiredSkill)
|
||||
{
|
||||
string args = $"{RequiredSkill.ToString("F1")}\t{CastSkill.ToString()}\t ";
|
||||
Caster.SendLocalizedMessage(1063013,
|
||||
args); // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Caster.Mana < mana)
|
||||
{
|
||||
Caster.SendLocalizedMessage(1060174,
|
||||
mana.ToString()); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckFizzle()
|
||||
{
|
||||
int mana = ScaleMana(RequiredMana);
|
||||
|
||||
if (Caster.Skills[CastSkill].Value < RequiredSkill)
|
||||
{
|
||||
Caster.SendLocalizedMessage(1070768,
|
||||
RequiredSkill.ToString("F1")); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Caster.Mana < mana)
|
||||
{
|
||||
Caster.SendLocalizedMessage(1060174,
|
||||
mana.ToString()); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!base.CheckFizzle())
|
||||
return false;
|
||||
|
||||
Caster.Mana -= mana;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void GetCastSkills(out double min, out double max)
|
||||
{
|
||||
min = RequiredSkill - 12.5; //per 5 on friday, 2/16/07
|
||||
max = RequiredSkill + 37.5;
|
||||
}
|
||||
|
||||
public override int GetMana()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public virtual void OnCastSuccessful(Mobile caster)
|
||||
{
|
||||
if (Evasion.IsEvading(caster))
|
||||
Evasion.EndEvasion(caster);
|
||||
|
||||
if (Confidence.IsConfident(caster))
|
||||
Confidence.EndConfidence(caster);
|
||||
|
||||
if (CounterAttack.IsCountering(caster))
|
||||
CounterAttack.StopCountering(caster);
|
||||
|
||||
int spellID = SpellRegistry.GetRegistryNumber(this);
|
||||
|
||||
if (spellID > 0)
|
||||
caster.Send(new ToggleSpecialAbility(spellID + 1, true));
|
||||
}
|
||||
|
||||
public static void OnEffectEnd(Mobile caster, Type type)
|
||||
{
|
||||
int spellID = SpellRegistry.GetRegistryNumber(type);
|
||||
|
||||
if (spellID > 0)
|
||||
caster.Send(new ToggleSpecialAbility(spellID + 1, false));
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue