This commit is contained in:
commit
47711d616e
2644 changed files with 479454 additions and 0 deletions
138
Scripts/Spells/Ninjitsu/DeathStrike.cs
Normal file
138
Scripts/Spells/Ninjitsu/DeathStrike.cs
Normal file
|
|
@ -0,0 +1,138 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Targeting;
|
||||
using Server.SkillHandlers;
|
||||
|
||||
namespace Server.Spells.Ninjitsu
|
||||
{
|
||||
public class DeathStrike : NinjaMove
|
||||
{
|
||||
public DeathStrike()
|
||||
{
|
||||
}
|
||||
|
||||
public override int BaseMana { get { return 30; } }
|
||||
public override double RequiredSkill { get { return 85.0; } }
|
||||
|
||||
public override TextDefinition AbilityMessage { get { return new TextDefinition( 1063091 ); } } // You prepare to hit your opponent with a Death Strike.
|
||||
|
||||
public override double GetDamageScalar( Mobile attacker, Mobile defender )
|
||||
{
|
||||
return 0.5;
|
||||
}
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
if( !Validate( attacker ) || !CheckMana( attacker, true ) )
|
||||
return;
|
||||
|
||||
ClearCurrentMove( attacker );
|
||||
|
||||
double ninjitsu = attacker.Skills[SkillName.Ninjitsu].Value;
|
||||
|
||||
double chance;
|
||||
|
||||
if( ninjitsu < 100 ) //This formula is an approximation from OSI data. TODO: find correct formula
|
||||
chance = 30 + (ninjitsu - 85) * 2.2;
|
||||
else
|
||||
chance = 63 + (ninjitsu - 100) * 1.1;
|
||||
|
||||
if( (chance / 100) < Utility.RandomDouble() )
|
||||
{
|
||||
attacker.SendLocalizedMessage( 1070779 ); // You missed your opponent with a Death Strike.
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
DeathStrikeInfo info;
|
||||
|
||||
int damageBonus = 0;
|
||||
|
||||
if( m_Table.Contains( defender ) )
|
||||
{
|
||||
attacker.SendLocalizedMessage( 1063092 ); // Your opponent lands another Death Strike!
|
||||
|
||||
info = (DeathStrikeInfo)m_Table[defender];
|
||||
|
||||
if( info.m_Steps > 0 )
|
||||
damageBonus = info.m_Attacker.Skills[SkillName.Ninjitsu].Fixed / 150;
|
||||
|
||||
if( info.m_Timer != null )
|
||||
info.m_Timer.Stop();
|
||||
|
||||
m_Table.Remove( defender );
|
||||
}
|
||||
else
|
||||
{
|
||||
attacker.SendLocalizedMessage( 1063094 ); // You inflict a Death Strike upon your opponent!
|
||||
defender.SendLocalizedMessage( 1063093 ); // You have been hit by a Death Strike! Move with caution!
|
||||
}
|
||||
|
||||
defender.FixedParticles( 0x374A, 1, 17, 0x26BC, EffectLayer.Waist );
|
||||
attacker.PlaySound( 0x50D );
|
||||
|
||||
info = new DeathStrikeInfo( defender, attacker, damageBonus );
|
||||
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerStateCallback( ProcessDeathStrike ), info );
|
||||
|
||||
m_Table[defender] = info;
|
||||
|
||||
CheckGain( attacker );
|
||||
}
|
||||
|
||||
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
|
||||
private class DeathStrikeInfo
|
||||
{
|
||||
public Mobile m_Target;
|
||||
public Mobile m_Attacker;
|
||||
public int m_Steps;
|
||||
public int m_DamageBonus;
|
||||
public Timer m_Timer;
|
||||
|
||||
public DeathStrikeInfo( Mobile target, Mobile attacker, int damageBonus )
|
||||
{
|
||||
m_Target = target;
|
||||
m_Attacker = attacker;
|
||||
m_DamageBonus = damageBonus;
|
||||
}
|
||||
}
|
||||
|
||||
public static void AddStep( Mobile m )
|
||||
{
|
||||
DeathStrikeInfo info = m_Table[m] as DeathStrikeInfo;
|
||||
|
||||
if( info == null )
|
||||
return;
|
||||
|
||||
info.m_Steps++;
|
||||
}
|
||||
|
||||
private static void ProcessDeathStrike( object state )
|
||||
{
|
||||
DeathStrikeInfo info = (DeathStrikeInfo)state;
|
||||
|
||||
double ninjitsu = info.m_Attacker.Skills[SkillName.Ninjitsu].Fixed;
|
||||
int divisor = (info.m_Steps >= 5) ? 30 : 80;
|
||||
|
||||
double baseDamage = ninjitsu / divisor;
|
||||
double stalkingBonus = Tracking.GetStalkingBonus( info.m_Attacker, info.m_Target );
|
||||
|
||||
int maxDamage = (info.m_Steps >= 5) ? 62 : 22;
|
||||
|
||||
int damage = Math.Max( 0, Math.Min( maxDamage, (int)(baseDamage + stalkingBonus) ) );
|
||||
|
||||
// This bonus is 8 at most. That brings the cap up to 70/30.
|
||||
damage += info.m_DamageBonus;
|
||||
|
||||
// Damage is direct.
|
||||
//info.m_Target.Damage( damage, info.m_Attacker );
|
||||
|
||||
AOS.Damage( info.m_Target, info.m_Attacker, damage, true, 100, 0, 0, 0, 0 );
|
||||
m_Table.Remove( info.m_Target );
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue