using System.Collections.Generic; namespace Server.Spells.First { public class ReactiveArmorSpell : MagerySpell { private static readonly SpellInfo m_Info = new SpellInfo( "Reactive Armor", "Flam Sanct", 236, 9011, Reagent.Garlic, Reagent.SpidersSilk, Reagent.SulfurousAsh); private static readonly Dictionary m_Table = new Dictionary(); public ReactiveArmorSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override SpellCircle Circle => SpellCircle.First; public override bool CheckCast() { if (Core.AOS) return true; if (Caster.MeleeDamageAbsorb > 0) { Caster.SendLocalizedMessage(1005559); // This spell is already in effect. return false; } if (!Caster.CanBeginAction()) { Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time. return false; } return true; } public override void OnCast() { if (Core.AOS) { /* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances. * 15 + (Inscription/20) Physcial bonus * -5 Elemental * The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast. * Reactive Armor, Protection, and Magic Reflection will stay on�even after logging out, even after dying�until you �turn them off� by casting them again. * (+20 physical -5 elemental at 100 Inscription) */ if (CheckSequence()) { Mobile targ = Caster; if (!m_Table.TryGetValue(targ, out ResistanceMod[] mods)) { targ.PlaySound(0x1E9); targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist); mods = new[] { new ResistanceMod(ResistanceType.Physical, 15 + (int)(targ.Skills.Inscribe.Value / 20)), new ResistanceMod(ResistanceType.Fire, -5), new ResistanceMod(ResistanceType.Cold, -5), new ResistanceMod(ResistanceType.Poison, -5), new ResistanceMod(ResistanceType.Energy, -5) }; m_Table[targ] = mods; for (int i = 0; i < mods.Length; ++i) targ.AddResistanceMod(mods[i]); int physresist = 15 + (int)(targ.Skills.Inscribe.Value / 20); string args = $"{physresist}\t{5}\t{5}\t{5}\t{5}"; BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, 1075813, args)); } else { targ.PlaySound(0x1ED); targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist); m_Table.Remove(targ); for (int i = 0; i < mods.Length; ++i) targ.RemoveResistanceMod(mods[i]); BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor); } } FinishSequence(); } else { if (Caster.MeleeDamageAbsorb > 0) { Caster.SendLocalizedMessage(1005559); // This spell is already in effect. } else if (!Caster.CanBeginAction()) { Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time. } else if (CheckSequence()) { if (Caster.BeginAction()) { int value = (int)(Caster.Skills.Magery.Value + Caster.Skills.Meditation.Value + Caster.Skills.Inscribe.Value); value /= 3; if (value < 0) value = 1; else if (value > 75) value = 75; Caster.MeleeDamageAbsorb = value; Caster.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist); Caster.PlaySound(0x1F2); } else { Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time. } } FinishSequence(); } } public static void EndArmor(Mobile m) { if (!m_Table.TryGetValue(m, out ResistanceMod[] mods)) return; for (int i = 0; i < mods?.Length; ++i) m.RemoveResistanceMod(mods[i]); m_Table.Remove(m); BuffInfo.RemoveBuff(m, BuffIcon.ReactiveArmor); } } }