Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -3,150 +3,150 @@ using System.Collections;
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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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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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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds( 0.25 );
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private static Hashtable m_Table = new Hashtable();
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public override double RequiredSkill => 25.0;
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public override int RequiredMana => 10;
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private static Hashtable m_RegenTable = new Hashtable();
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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 Confidence(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
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{
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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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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
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}
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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 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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public override void OnBeginCast()
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{
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base.OnBeginCast();
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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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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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OnCastSuccessful( Caster );
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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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BeginConfidence( Caster );
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BeginRegenerating( Caster );
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}
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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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FinishSequence();
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}
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OnCastSuccessful(Caster);
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private static Hashtable m_Table = new Hashtable();
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BeginConfidence(Caster);
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BeginRegenerating(Caster);
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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.Contains( m );
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}
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FinishSequence();
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}
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public static void BeginConfidence( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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public static bool IsConfident(Mobile m)
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{
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return m_Table.Contains(m);
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}
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t?.Stop();
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public static void BeginConfidence(Mobile m)
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{
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Timer t = (Timer)m_Table[m];
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t = new InternalTimer( m );
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t?.Stop();
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m_Table[m] = t;
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t = new InternalTimer(m);
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t.Start();
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}
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m_Table[m] = t;
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public static void EndConfidence( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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t.Start();
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}
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t?.Stop();
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public static void EndConfidence(Mobile m)
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{
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Timer t = (Timer)m_Table[m];
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m_Table.Remove( m );
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t?.Stop();
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OnEffectEnd( m, typeof( Confidence ) );
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}
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m_Table.Remove(m);
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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OnEffectEnd(m, typeof(Confidence));
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}
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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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public static bool IsRegenerating(Mobile m)
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{
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return m_RegenTable.Contains(m);
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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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public static void BeginRegenerating(Mobile m)
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{
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Timer t = (Timer)m_RegenTable[m];
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private static Hashtable m_RegenTable = new Hashtable();
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t?.Stop();
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public static bool IsRegenerating( Mobile m )
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{
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return m_RegenTable.Contains( m );
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}
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t = new RegenTimer(m);
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public static void BeginRegenerating( Mobile m )
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{
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Timer t = (Timer)m_RegenTable[m];
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m_RegenTable[m] = t;
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t?.Stop();
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t.Start();
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}
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t = new RegenTimer( m );
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public static void StopRegenerating(Mobile m)
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{
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Timer t = (Timer)m_RegenTable[m];
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m_RegenTable[m] = t;
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t?.Stop();
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t.Start();
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}
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m_RegenTable.Remove(m);
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}
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public static void StopRegenerating( Mobile m )
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{
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Timer t = (Timer)m_RegenTable[m];
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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t?.Stop();
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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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m_RegenTable.Remove( m );
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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 Mobile m_Mobile;
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private int m_Ticks;
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private int m_Hits;
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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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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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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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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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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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@ -4,108 +4,108 @@ 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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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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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds( 0.25 );
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private static Hashtable m_Table = new Hashtable();
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public override double RequiredSkill => 40.0;
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public override int RequiredMana => 5;
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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 bool CheckCast()
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{
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if ( !base.CheckCast() )
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return false;
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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if ( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseShield != null )
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return true;
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public override double RequiredSkill => 40.0;
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public override int RequiredMana => 5;
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if ( Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon != null )
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return true;
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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 ) as BaseWeapon != null )
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return true;
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if (Caster.FindItemOnLayer(Layer.TwoHanded) as BaseShield != null)
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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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if (Caster.FindItemOnLayer(Layer.OneHanded) as BaseWeapon != null)
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return true;
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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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if (Caster.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon != null)
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return true;
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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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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Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
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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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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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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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OnCastSuccessful( Caster );
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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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StartCountering( Caster );
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}
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OnCastSuccessful(Caster);
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FinishSequence();
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}
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StartCountering(Caster);
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}
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private static Hashtable m_Table = new Hashtable();
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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.Contains( m );
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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.Contains(m);
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}
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public static void StartCountering( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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public static void StartCountering(Mobile m)
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{
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Timer t = (Timer)m_Table[m];
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t?.Stop();
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t?.Stop();
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t = new InternalTimer( m );
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t = new InternalTimer(m);
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m_Table[m] = t;
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m_Table[m] = t;
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t.Start();
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}
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t.Start();
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}
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public static void StopCountering( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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public static void StopCountering(Mobile m)
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{
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Timer t = (Timer)m_Table[m];
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t?.Stop();
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t?.Stop();
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m_Table.Remove( m );
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m_Table.Remove(m);
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OnEffectEnd( m, typeof( CounterAttack ) );
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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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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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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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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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@ -4,219 +4,223 @@ 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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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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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds( 0.25 );
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private static Hashtable m_Table = new Hashtable();
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public override double RequiredSkill => 60.0;
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public override int RequiredMana => 10;
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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 bool CheckCast()
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{
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if ( VerifyCast( Caster, true ) )
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return base.CheckCast();
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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return false;
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}
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public override double RequiredSkill => 60.0;
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public override int RequiredMana => 10;
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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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public override bool CheckCast()
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{
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if (VerifyCast(Caster, true))
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return base.CheckCast();
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BaseWeapon weap = Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
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return false;
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}
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if ( weap == null )
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weap = Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
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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 ( weap != null ) {
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if ( Core.ML && Caster.Skills[weap.Skill].Base < 50 ) {
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if ( messages ) {
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Caster.SendLocalizedMessage( 1076206 ); // Your skill with your equipped weapon must be 50 or higher to use Evasion.
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}
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return false;
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}
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} else if ( !( Caster.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
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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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}
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return false;
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}
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BaseWeapon weap = Caster.FindItemOnLayer(Layer.OneHanded) as BaseWeapon;
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if ( !Caster.CanBeginAction( typeof( Evasion ) ) ) {
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if ( messages ) {
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Caster.SendLocalizedMessage( 501789 ); // You must wait before trying again.
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}
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return false;
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}
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if (weap == null)
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weap = Caster.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon;
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return true;
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}
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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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}
|
||||
else if (!(Caster.FindItemOnLayer(Layer.TwoHanded) is BaseShield))
|
||||
{
|
||||
if (messages)
|
||||
Caster.SendLocalizedMessage(1062944); // You must have a weapon or a shield equipped to use this ability!
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool CheckSpellEvasion( Mobile defender )
|
||||
{
|
||||
BaseWeapon weap = defender.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
|
||||
if (!Caster.CanBeginAction(typeof(Evasion)))
|
||||
{
|
||||
if (messages) Caster.SendLocalizedMessage(501789); // You must wait before trying again.
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( weap == null )
|
||||
weap = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
|
||||
return true;
|
||||
}
|
||||
|
||||
if ( Core.ML ) {
|
||||
if ( defender.Spell != null && defender.Spell.IsCasting ) {
|
||||
return false;
|
||||
}
|
||||
public static bool CheckSpellEvasion(Mobile defender)
|
||||
{
|
||||
BaseWeapon weap = defender.FindItemOnLayer(Layer.OneHanded) as BaseWeapon;
|
||||
|
||||
if ( weap != null ) {
|
||||
if ( defender.Skills[weap.Skill].Base < 50 ) {
|
||||
return false;
|
||||
}
|
||||
} else if ( !( defender.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (weap == null)
|
||||
weap = defender.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon;
|
||||
|
||||
if ( IsEvading( defender ) && BaseWeapon.CheckParry( defender ) ) {
|
||||
defender.Emote( "*evades*" ); // Yes. Eew. Blame OSI.
|
||||
defender.FixedEffect( 0x37B9, 10, 16 );
|
||||
return true;
|
||||
}
|
||||
if (Core.ML)
|
||||
{
|
||||
if (defender.Spell != null && defender.Spell.IsCasting) return false;
|
||||
|
||||
return false;
|
||||
}
|
||||
if (weap != null)
|
||||
{
|
||||
if (defender.Skills[weap.Skill].Base < 50) return false;
|
||||
}
|
||||
else if (!(defender.FindItemOnLayer(Layer.TwoHanded) is BaseShield))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public Evasion( Mobile caster, Item scroll )
|
||||
: base( caster, scroll, m_Info )
|
||||
{
|
||||
}
|
||||
if (IsEvading(defender) && BaseWeapon.CheckParry(defender))
|
||||
{
|
||||
defender.Emote("*evades*"); // Yes. Eew. Blame OSI.
|
||||
defender.FixedEffect(0x37B9, 10, 16);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnBeginCast()
|
||||
{
|
||||
base.OnBeginCast();
|
||||
return false;
|
||||
}
|
||||
|
||||
Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
|
||||
}
|
||||
public override void OnBeginCast()
|
||||
{
|
||||
base.OnBeginCast();
|
||||
|
||||
public override void OnCast()
|
||||
{
|
||||
if ( CheckSequence() )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1063120 ); // You feel that you might be able to deflect any attack!
|
||||
Caster.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist );
|
||||
Caster.PlaySound( 0x51B );
|
||||
Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
|
||||
}
|
||||
|
||||
OnCastSuccessful( Caster );
|
||||
public override void OnCast()
|
||||
{
|
||||
if (CheckSequence())
|
||||
{
|
||||
Caster.SendLocalizedMessage(1063120); // You feel that you might be able to deflect any attack!
|
||||
Caster.FixedParticles(0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist);
|
||||
Caster.PlaySound(0x51B);
|
||||
|
||||
BeginEvasion( Caster );
|
||||
OnCastSuccessful(Caster);
|
||||
|
||||
Caster.BeginAction( typeof( Evasion ) );
|
||||
Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), delegate { Caster.EndAction( typeof( Evasion ) ); } );
|
||||
}
|
||||
BeginEvasion(Caster);
|
||||
|
||||
FinishSequence();
|
||||
}
|
||||
Caster.BeginAction(typeof(Evasion));
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(20.0), delegate { Caster.EndAction(typeof(Evasion)); });
|
||||
}
|
||||
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
FinishSequence();
|
||||
}
|
||||
|
||||
public static bool IsEvading( Mobile m )
|
||||
{
|
||||
return m_Table.Contains( m );
|
||||
}
|
||||
public static bool IsEvading(Mobile m)
|
||||
{
|
||||
return m_Table.Contains(m);
|
||||
}
|
||||
|
||||
public static TimeSpan GetEvadeDuration( Mobile m )
|
||||
{
|
||||
public static TimeSpan GetEvadeDuration(Mobile m)
|
||||
{
|
||||
/* Evasion duration now scales with Bushido skill
|
||||
*
|
||||
* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
|
||||
* Evasion duration range:
|
||||
* o 3-6 seconds w/o tactics/anatomy
|
||||
* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
|
||||
*/
|
||||
|
||||
/* Evasion duration now scales with Bushido skill
|
||||
*
|
||||
* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
|
||||
* Evasion duration range:
|
||||
* o 3-6 seconds w/o tactics/anatomy
|
||||
* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
|
||||
*/
|
||||
if (!Core.ML)
|
||||
return TimeSpan.FromSeconds(8.0);
|
||||
|
||||
if ( !Core.ML )
|
||||
return TimeSpan.FromSeconds( 8.0 );
|
||||
double seconds = 3;
|
||||
|
||||
double seconds = 3;
|
||||
if (m.Skills.Bushido.Value > 60)
|
||||
seconds += (m.Skills.Bushido.Value - 60) / 20;
|
||||
|
||||
if ( m.Skills.Bushido.Value > 60 )
|
||||
seconds += (m.Skills.Bushido.Value - 60) / 20;
|
||||
if (m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0
|
||||
) //Bushido being HIGHER than 100 for bonus is intended
|
||||
seconds++;
|
||||
|
||||
if ( m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0 ) //Bushido being HIGHER than 100 for bonus is intended
|
||||
seconds++;
|
||||
return TimeSpan.FromSeconds((int)seconds);
|
||||
}
|
||||
|
||||
return TimeSpan.FromSeconds( (int)seconds );
|
||||
}
|
||||
public static double GetParryScalar(Mobile m)
|
||||
{
|
||||
/* Evasion modifier to parry now scales with Bushido skill
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
|
||||
* o 16-40% bonus w/o tactics/anatomy
|
||||
* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
|
||||
*/
|
||||
|
||||
public static double GetParryScalar( Mobile m )
|
||||
{
|
||||
/* Evasion modifier to parry now scales with Bushido skill
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
|
||||
* o 16-40% bonus w/o tactics/anatomy
|
||||
* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
|
||||
*/
|
||||
if (!Core.ML)
|
||||
return 1.5;
|
||||
|
||||
if ( !Core.ML )
|
||||
return 1.5;
|
||||
double bonus = 0;
|
||||
|
||||
double bonus = 0;
|
||||
if (m.Skills.Bushido.Value >= 60)
|
||||
bonus += (m.Skills.Bushido.Value - 60) * .004 + 0.16;
|
||||
|
||||
if ( m.Skills.Bushido.Value >= 60 )
|
||||
bonus += ( ( ( m.Skills.Bushido.Value - 60 ) * .004 ) + 0.16 );
|
||||
if (m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100
|
||||
) //Bushido being HIGHER than 100 for bonus is intended
|
||||
bonus += 0.10;
|
||||
|
||||
if ( m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100 ) //Bushido being HIGHER than 100 for bonus is intended
|
||||
bonus += 0.10;
|
||||
return 1.0 + bonus;
|
||||
}
|
||||
|
||||
return 1.0 + bonus;
|
||||
}
|
||||
public static void BeginEvasion(Mobile m)
|
||||
{
|
||||
Timer t = (Timer)m_Table[m];
|
||||
|
||||
public static void BeginEvasion( Mobile m )
|
||||
{
|
||||
Timer t = (Timer)m_Table[m];
|
||||
t?.Stop();
|
||||
|
||||
t?.Stop();
|
||||
t = new InternalTimer(m, GetEvadeDuration(m));
|
||||
|
||||
t = new InternalTimer( m, GetEvadeDuration( m ) );
|
||||
m_Table[m] = t;
|
||||
|
||||
m_Table[m] = t;
|
||||
t.Start();
|
||||
}
|
||||
|
||||
t.Start();
|
||||
}
|
||||
public static void EndEvasion(Mobile m)
|
||||
{
|
||||
Timer t = (Timer)m_Table[m];
|
||||
|
||||
public static void EndEvasion( Mobile m )
|
||||
{
|
||||
Timer t = (Timer)m_Table[m];
|
||||
t?.Stop();
|
||||
|
||||
t?.Stop();
|
||||
m_Table.Remove(m);
|
||||
|
||||
m_Table.Remove( m );
|
||||
OnEffectEnd(m, typeof(Evasion));
|
||||
}
|
||||
|
||||
OnEffectEnd( m, typeof( Evasion ) );
|
||||
}
|
||||
private class InternalTimer : Timer
|
||||
{
|
||||
private Mobile m_Mobile;
|
||||
|
||||
private class InternalTimer : Timer
|
||||
{
|
||||
private Mobile m_Mobile;
|
||||
public InternalTimer(Mobile m, TimeSpan delay)
|
||||
: base(delay)
|
||||
{
|
||||
m_Mobile = m;
|
||||
Priority = TimerPriority.TwoFiftyMS;
|
||||
}
|
||||
|
||||
public InternalTimer( Mobile m, TimeSpan delay )
|
||||
: base( delay )
|
||||
{
|
||||
m_Mobile = m;
|
||||
Priority = TimerPriority.TwoFiftyMS;
|
||||
}
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
EndEvasion( m_Mobile );
|
||||
m_Mobile.SendLocalizedMessage( 1063121 ); // You no longer feel that you could deflect any attack.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
protected override void OnTick()
|
||||
{
|
||||
EndEvasion(m_Mobile);
|
||||
m_Mobile.SendLocalizedMessage(1063121); // You no longer feel that you could deflect any attack.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3,181 +3,177 @@ using System.Collections;
|
|||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class HonorableExecution : SamuraiMove
|
||||
{
|
||||
public HonorableExecution()
|
||||
{
|
||||
}
|
||||
public class HonorableExecution : SamuraiMove
|
||||
{
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
|
||||
public override int BaseMana => 0;
|
||||
public override double RequiredSkill => 25.0;
|
||||
public override int BaseMana => 0;
|
||||
public override double RequiredSkill => 25.0;
|
||||
|
||||
public override TextDefinition AbilityMessage => new TextDefinition( 1063122 ); // You better kill your enemy with your next hit or you'll be rather sorry...
|
||||
public override TextDefinition AbilityMessage =>
|
||||
new TextDefinition(1063122); // You better kill your enemy with your next hit or you'll be rather sorry...
|
||||
|
||||
public override double GetDamageScalar( Mobile attacker, Mobile defender )
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
public override double GetDamageScalar(Mobile attacker, Mobile defender)
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
|
||||
// TODO: 20 -> Perfection
|
||||
return 1.0 + (bushido * 20) / 10000;
|
||||
}
|
||||
// TODO: 20 -> Perfection
|
||||
return 1.0 + bushido * 20 / 10000;
|
||||
}
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
|
||||
return;
|
||||
public override void OnHit(Mobile attacker, Mobile defender, int damage)
|
||||
{
|
||||
if (!Validate(attacker) || !CheckMana(attacker, true))
|
||||
return;
|
||||
|
||||
ClearCurrentMove( attacker );
|
||||
ClearCurrentMove(attacker);
|
||||
|
||||
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
|
||||
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
|
||||
|
||||
if ( info != null )
|
||||
{
|
||||
info.Clear();
|
||||
if (info != null)
|
||||
{
|
||||
info.Clear();
|
||||
|
||||
info.m_Timer?.Stop();
|
||||
}
|
||||
info.m_Timer?.Stop();
|
||||
}
|
||||
|
||||
if ( !defender.Alive )
|
||||
{
|
||||
attacker.FixedParticles( 0x373A, 1, 17, 0x7E2, EffectLayer.Waist );
|
||||
if (!defender.Alive)
|
||||
{
|
||||
attacker.FixedParticles(0x373A, 1, 17, 0x7E2, EffectLayer.Waist);
|
||||
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
|
||||
attacker.Hits += 20 + (int)((bushido * bushido) / 480.0);
|
||||
attacker.Hits += 20 + (int)(bushido * bushido / 480.0);
|
||||
|
||||
int swingBonus = Math.Max( 1, (int)((bushido * bushido) / 720.0) );
|
||||
int swingBonus = Math.Max(1, (int)(bushido * bushido / 720.0));
|
||||
|
||||
info = new HonorableExecutionInfo( attacker, swingBonus );
|
||||
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), new TimerStateCallback( EndEffect ), info );
|
||||
info = new HonorableExecutionInfo(attacker, swingBonus);
|
||||
info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(20.0), new TimerStateCallback(EndEffect), info);
|
||||
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
else
|
||||
{
|
||||
ArrayList mods = new ArrayList();
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
else
|
||||
{
|
||||
ArrayList mods = new ArrayList();
|
||||
|
||||
mods.Add( new ResistanceMod( ResistanceType.Physical, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Fire, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Cold, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Poison, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Energy, -40 ) );
|
||||
mods.Add(new ResistanceMod(ResistanceType.Physical, -40));
|
||||
mods.Add(new ResistanceMod(ResistanceType.Fire, -40));
|
||||
mods.Add(new ResistanceMod(ResistanceType.Cold, -40));
|
||||
mods.Add(new ResistanceMod(ResistanceType.Poison, -40));
|
||||
mods.Add(new ResistanceMod(ResistanceType.Energy, -40));
|
||||
|
||||
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
|
||||
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
|
||||
|
||||
if ( resSpells > 0.0 )
|
||||
mods.Add( new DefaultSkillMod( SkillName.MagicResist, true, -resSpells ) );
|
||||
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 ), new TimerStateCallback( EndEffect ), info );
|
||||
info = new HonorableExecutionInfo(attacker, mods);
|
||||
info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(7.0), new TimerStateCallback(EndEffect), info);
|
||||
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
|
||||
CheckGain( attacker );
|
||||
}
|
||||
CheckGain(attacker);
|
||||
}
|
||||
|
||||
public static int GetSwingBonus(Mobile target)
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
if (info == null)
|
||||
return 0;
|
||||
|
||||
public static int GetSwingBonus( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
return info.m_SwingBonus;
|
||||
}
|
||||
|
||||
if ( info == null )
|
||||
return 0;
|
||||
public static bool IsUnderPenalty(Mobile target)
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
return info.m_SwingBonus;
|
||||
}
|
||||
if (info == null)
|
||||
return false;
|
||||
|
||||
public static bool IsUnderPenalty( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
return info.m_Penalty;
|
||||
}
|
||||
|
||||
if ( info == null )
|
||||
return false;
|
||||
public static void RemovePenalty(Mobile target)
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
return info.m_Penalty;
|
||||
}
|
||||
if (info == null || !info.m_Penalty)
|
||||
return;
|
||||
|
||||
public static void RemovePenalty( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
info.Clear();
|
||||
|
||||
if ( info == null || !info.m_Penalty )
|
||||
return;
|
||||
info.m_Timer?.Stop();
|
||||
|
||||
info.Clear();
|
||||
m_Table.Remove(target);
|
||||
}
|
||||
|
||||
info.m_Timer?.Stop();
|
||||
public void EndEffect(object state)
|
||||
{
|
||||
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
|
||||
|
||||
m_Table.Remove( target );
|
||||
}
|
||||
RemovePenalty(info.m_Mobile);
|
||||
}
|
||||
|
||||
private class HonorableExecutionInfo
|
||||
{
|
||||
public Mobile m_Mobile;
|
||||
public int m_SwingBonus;
|
||||
public ArrayList m_Mods;
|
||||
public bool m_Penalty;
|
||||
public Timer m_Timer;
|
||||
private class HonorableExecutionInfo
|
||||
{
|
||||
public Mobile m_Mobile;
|
||||
public ArrayList m_Mods;
|
||||
public bool m_Penalty;
|
||||
public int m_SwingBonus;
|
||||
public Timer m_Timer;
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, int swingBonus ) : this( from, swingBonus, null, false )
|
||||
{
|
||||
}
|
||||
public HonorableExecutionInfo(Mobile from, int swingBonus) : this(from, swingBonus, null, false)
|
||||
{
|
||||
}
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, ArrayList mods ) : this( from, 0, mods, true )
|
||||
{
|
||||
}
|
||||
public HonorableExecutionInfo(Mobile from, ArrayList mods) : this(from, 0, mods, true)
|
||||
{
|
||||
}
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, int swingBonus, ArrayList mods, bool penalty )
|
||||
{
|
||||
m_Mobile = from;
|
||||
m_SwingBonus = swingBonus;
|
||||
m_Mods = mods;
|
||||
m_Penalty = penalty;
|
||||
public HonorableExecutionInfo(Mobile from, int swingBonus, ArrayList mods, bool penalty)
|
||||
{
|
||||
m_Mobile = from;
|
||||
m_SwingBonus = swingBonus;
|
||||
m_Mods = mods;
|
||||
m_Penalty = penalty;
|
||||
|
||||
Apply();
|
||||
}
|
||||
Apply();
|
||||
}
|
||||
|
||||
public void Apply()
|
||||
{
|
||||
if ( m_Mods == null )
|
||||
return;
|
||||
public void Apply()
|
||||
{
|
||||
if (m_Mods == null)
|
||||
return;
|
||||
|
||||
for ( int i = 0; i < m_Mods.Count; ++i )
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
for (int i = 0; i < m_Mods.Count; ++i)
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if ( mod is ResistanceMod )
|
||||
m_Mobile.AddResistanceMod( (ResistanceMod) mod );
|
||||
else if ( mod is SkillMod )
|
||||
m_Mobile.AddSkillMod( (SkillMod) mod );
|
||||
}
|
||||
}
|
||||
if (mod is ResistanceMod)
|
||||
m_Mobile.AddResistanceMod((ResistanceMod)mod);
|
||||
else if (mod is SkillMod)
|
||||
m_Mobile.AddSkillMod((SkillMod)mod);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
if ( m_Mods == null )
|
||||
return;
|
||||
public void Clear()
|
||||
{
|
||||
if (m_Mods == null)
|
||||
return;
|
||||
|
||||
for ( int i = 0; i < m_Mods.Count; ++i )
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
for (int i = 0; i < m_Mods.Count; ++i)
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if ( mod is ResistanceMod )
|
||||
m_Mobile.RemoveResistanceMod( (ResistanceMod) mod );
|
||||
else if ( mod is SkillMod )
|
||||
m_Mobile.RemoveSkillMod( (SkillMod) mod );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EndEffect( object state )
|
||||
{
|
||||
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
|
||||
|
||||
RemovePenalty( info.m_Mobile );
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mod is ResistanceMod)
|
||||
m_Mobile.RemoveResistanceMod((ResistanceMod)mod);
|
||||
else if (mod is SkillMod)
|
||||
m_Mobile.RemoveSkillMod((SkillMod)mod);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2,69 +2,68 @@ using Server.Mobiles;
|
|||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class LightningStrike : SamuraiMove
|
||||
{
|
||||
public LightningStrike()
|
||||
{
|
||||
}
|
||||
public class LightningStrike : SamuraiMove
|
||||
{
|
||||
public override int BaseMana => 5;
|
||||
public override double RequiredSkill => 50.0;
|
||||
|
||||
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 TextDefinition AbilityMessage => new TextDefinition( 1063167 ); // You prepare to strike quickly.
|
||||
public override bool DelayedContext => true;
|
||||
|
||||
public override bool DelayedContext => true;
|
||||
public override bool ValidatesDuringHit => false;
|
||||
|
||||
public override int GetAccuracyBonus( Mobile attacker )
|
||||
{
|
||||
return 50;
|
||||
}
|
||||
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 Validate(Mobile from)
|
||||
{
|
||||
bool isValid = base.Validate(from);
|
||||
if (isValid)
|
||||
{
|
||||
PlayerMobile ThePlayer = from as PlayerMobile;
|
||||
ThePlayer.ExecutesLightningStrike = BaseMana;
|
||||
}
|
||||
|
||||
public override bool IgnoreArmor( Mobile attacker )
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
double criticalChance = (bushido * bushido) / 72000.0;
|
||||
return ( criticalChance >= Utility.RandomDouble() );
|
||||
}
|
||||
return isValid;
|
||||
}
|
||||
|
||||
public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
|
||||
{
|
||||
/* no mana drain before actual hit */
|
||||
bool enoughMana = CheckMana(attacker, false);
|
||||
return Validate(attacker);
|
||||
}
|
||||
public override bool IgnoreArmor(Mobile attacker)
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
double criticalChance = bushido * bushido / 72000.0;
|
||||
return criticalChance >= Utility.RandomDouble();
|
||||
}
|
||||
|
||||
public override bool ValidatesDuringHit => false;
|
||||
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 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3,71 +3,68 @@ using Server.Items;
|
|||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class MomentumStrike : SamuraiMove
|
||||
{
|
||||
public MomentumStrike()
|
||||
{
|
||||
}
|
||||
public class MomentumStrike : SamuraiMove
|
||||
{
|
||||
public override int BaseMana => 10;
|
||||
public override double RequiredSkill => 70.0;
|
||||
|
||||
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 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;
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
if ( !Validate( attacker ) || !CheckMana( attacker, false ) )
|
||||
return;
|
||||
ClearCurrentMove(attacker);
|
||||
|
||||
ClearCurrentMove( attacker );
|
||||
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
|
||||
|
||||
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
|
||||
List<Mobile> targets = new List<Mobile>();
|
||||
|
||||
List<Mobile> targets = new List<Mobile>();
|
||||
foreach (Mobile m in attacker.GetMobilesInRange(weapon.MaxRange))
|
||||
{
|
||||
if (m == defender)
|
||||
continue;
|
||||
|
||||
foreach ( Mobile m in attacker.GetMobilesInRange( weapon.MaxRange ) )
|
||||
{
|
||||
if ( m == defender )
|
||||
continue;
|
||||
if (m.Combatant != attacker)
|
||||
continue;
|
||||
|
||||
if ( m.Combatant != attacker )
|
||||
continue;
|
||||
targets.Add(m);
|
||||
}
|
||||
|
||||
targets.Add( m );
|
||||
}
|
||||
if (targets.Count > 0)
|
||||
{
|
||||
if (!CheckMana(attacker, true))
|
||||
return;
|
||||
|
||||
if ( targets.Count > 0 )
|
||||
{
|
||||
if ( !CheckMana( attacker, true ) )
|
||||
return;
|
||||
Mobile target = targets[Utility.Random(targets.Count)];
|
||||
|
||||
Mobile target = targets[Utility.Random( targets.Count )];
|
||||
double damageBonus = attacker.Skills[SkillName.Bushido].Value / 100.0;
|
||||
|
||||
double damageBonus = attacker.Skills[SkillName.Bushido].Value / 100.0;
|
||||
if (!defender.Alive)
|
||||
damageBonus *= 1.5;
|
||||
|
||||
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!
|
||||
|
||||
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);
|
||||
|
||||
target.FixedParticles( 0x37B9, 1, 4, 0x251D, 0, 0, EffectLayer.Waist );
|
||||
attacker.PlaySound(0x510);
|
||||
|
||||
attacker.PlaySound( 0x510 );
|
||||
weapon.OnSwing(attacker, target, damageBonus);
|
||||
|
||||
weapon.OnSwing( attacker, target, damageBonus );
|
||||
CheckGain(attacker);
|
||||
}
|
||||
else
|
||||
{
|
||||
attacker.SendLocalizedMessage(1063123); // There are no valid targets to attack!
|
||||
}
|
||||
}
|
||||
|
||||
CheckGain( attacker );
|
||||
}
|
||||
else
|
||||
{
|
||||
attacker.SendLocalizedMessage( 1063123 ); // There are no valid targets to attack!
|
||||
}
|
||||
}
|
||||
|
||||
public override void CheckGain( Mobile m )
|
||||
{
|
||||
m.CheckSkill( MoveSkill, RequiredSkill, 120.0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void CheckGain(Mobile m)
|
||||
{
|
||||
m.CheckSkill(MoveSkill, RequiredSkill, 120.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,12 +1,12 @@
|
|||
namespace Server.Spells
|
||||
{
|
||||
public class SamuraiMove : SpecialMove
|
||||
{
|
||||
public override SkillName MoveSkill => SkillName.Bushido;
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void CheckGain(Mobile m)
|
||||
{
|
||||
m.CheckSkill(MoveSkill, RequiredSkill - 12.5, RequiredSkill + 37.5); //Per five on friday 02/16/07
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,128 +1,132 @@
|
|||
using System;
|
||||
using Server.Network;
|
||||
using Server.Mobiles;
|
||||
using Server.Network;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public abstract class SamuraiSpell : Spell
|
||||
{
|
||||
public abstract double RequiredSkill{ get; }
|
||||
public abstract int RequiredMana{ get; }
|
||||
public abstract class SamuraiSpell : Spell
|
||||
{
|
||||
public SamuraiSpell(Mobile caster, Item scroll, SpellInfo info) : base(caster, scroll, info)
|
||||
{
|
||||
}
|
||||
|
||||
public override SkillName CastSkill => SkillName.Bushido;
|
||||
public override SkillName DamageSkill => SkillName.Bushido;
|
||||
public abstract double RequiredSkill{ get; }
|
||||
public abstract int RequiredMana{ get; }
|
||||
|
||||
public override bool ClearHandsOnCast => false;
|
||||
public override bool BlocksMovement => false;
|
||||
public override bool ShowHandMovement => false;
|
||||
public override SkillName CastSkill => SkillName.Bushido;
|
||||
public override SkillName DamageSkill => SkillName.Bushido;
|
||||
|
||||
//public override int CastDelayBase => 1;
|
||||
public override double CastDelayFastScalar => 0;
|
||||
public override bool ClearHandsOnCast => false;
|
||||
public override bool BlocksMovement => false;
|
||||
public override bool ShowHandMovement => false;
|
||||
|
||||
public override int CastRecoveryBase => 7;
|
||||
//public override int CastDelayBase => 1;
|
||||
public override double CastDelayFastScalar => 0;
|
||||
|
||||
public SamuraiSpell( Mobile caster, Item scroll, SpellInfo info ) : base( caster, scroll, info )
|
||||
{
|
||||
}
|
||||
public override int CastRecoveryBase => 7;
|
||||
|
||||
public static bool CheckExpansion( Mobile from )
|
||||
{
|
||||
if ( !( from is PlayerMobile ) )
|
||||
return true;
|
||||
public static bool CheckExpansion(Mobile from)
|
||||
{
|
||||
if (!(from is PlayerMobile))
|
||||
return true;
|
||||
|
||||
if ( from.NetState == null )
|
||||
return false;
|
||||
if (from.NetState == null)
|
||||
return false;
|
||||
|
||||
return from.NetState.SupportsExpansion( Expansion.SE );
|
||||
}
|
||||
return from.NetState.SupportsExpansion(Expansion.SE);
|
||||
}
|
||||
|
||||
public override bool CheckCast()
|
||||
{
|
||||
int mana = ScaleMana ( RequiredMana );
|
||||
public override bool CheckCast()
|
||||
{
|
||||
int mana = ScaleMana(RequiredMana);
|
||||
|
||||
if ( !base.CheckCast() )
|
||||
return false;
|
||||
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 (!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.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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckFizzle()
|
||||
{
|
||||
int mana = ScaleMana( RequiredMana );
|
||||
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.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 (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;
|
||||
if (!base.CheckFizzle())
|
||||
return false;
|
||||
|
||||
Caster.Mana -= mana;
|
||||
Caster.Mana -= mana;
|
||||
|
||||
return true;
|
||||
}
|
||||
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 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 override int GetMana()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public virtual void OnCastSuccessful( Mobile caster )
|
||||
{
|
||||
if ( Evasion.IsEvading( caster ) )
|
||||
Evasion.EndEvasion( caster );
|
||||
public virtual void OnCastSuccessful(Mobile caster)
|
||||
{
|
||||
if (Evasion.IsEvading(caster))
|
||||
Evasion.EndEvasion(caster);
|
||||
|
||||
if ( Confidence.IsConfident( caster ) )
|
||||
Confidence.EndConfidence( caster );
|
||||
if (Confidence.IsConfident(caster))
|
||||
Confidence.EndConfidence(caster);
|
||||
|
||||
if ( CounterAttack.IsCountering( caster ) )
|
||||
CounterAttack.StopCountering( caster );
|
||||
if (CounterAttack.IsCountering(caster))
|
||||
CounterAttack.StopCountering(caster);
|
||||
|
||||
int spellID = SpellRegistry.GetRegistryNumber( this );
|
||||
int spellID = SpellRegistry.GetRegistryNumber(this);
|
||||
|
||||
if ( spellID > 0 )
|
||||
caster.Send( new ToggleSpecialAbility( spellID + 1, true ) );
|
||||
}
|
||||
if (spellID > 0)
|
||||
caster.Send(new ToggleSpecialAbility(spellID + 1, true));
|
||||
}
|
||||
|
||||
public static void OnEffectEnd( Mobile caster, Type type )
|
||||
{
|
||||
int spellID = SpellRegistry.GetRegistryNumber( type );
|
||||
public static void OnEffectEnd(Mobile caster, Type type)
|
||||
{
|
||||
int spellID = SpellRegistry.GetRegistryNumber(type);
|
||||
|
||||
if ( spellID > 0 )
|
||||
caster.Send( new ToggleSpecialAbility( spellID + 1, false ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
if (spellID > 0)
|
||||
caster.Send(new ToggleSpecialAbility(spellID + 1, false));
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue