using System; using System.Collections.Generic; namespace Server.Items { /// /// Gain a defensive advantage over your primary opponent for a short time. /// public class Feint : WeaponAbility { public static Dictionary Registry{ get; } = new Dictionary(); public override int BaseMana => 30; public override bool CheckSkills(Mobile from) { if (GetSkill(from, SkillName.Ninjitsu) < 50.0 && GetSkill(from, SkillName.Bushido) < 50.0) { from.SendLocalizedMessage(1063347, "50"); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack! return false; } return base.CheckSkills(from); } public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, true)) return; if (Registry.TryGetValue(defender, out FeintTimer timer)) { timer.Stop(); Registry.Remove(defender); } ClearCurrentAbility(attacker); attacker.SendLocalizedMessage(1063360); // You baffle your target with a feint! defender.SendLocalizedMessage(1063361); // You were deceived by an attacker's feint! attacker.FixedParticles(0x3728, 1, 13, 0x7F3, 0x962, 0, EffectLayer.Waist); timer = new FeintTimer(defender, (int)(20.0 + 3.0 * (Math.Max(attacker.Skills.Ninjitsu.Value, attacker.Skills.Bushido.Value) - 50.0) / 7.0)); //20-50 % decrease timer.Start(); Registry.Add(defender, timer); } public class FeintTimer : Timer { private Mobile m_Defender; public FeintTimer(Mobile defender, int swingSpeedReduction) : base(TimeSpan.FromSeconds(6.0)) { m_Defender = defender; SwingSpeedReduction = swingSpeedReduction; Priority = TimerPriority.FiftyMS; } public int SwingSpeedReduction{ get; } protected override void OnTick() { Registry.Remove(m_Defender); } } } }