using System; using System.Collections.Generic; using Server.Items; namespace Server.Spells.Bushido { public class Evasion : SamuraiSpell { private static SpellInfo m_Info = new SpellInfo( "Evasion", null, -1, 9002 ); private static Dictionary m_Table = new Dictionary(); public Evasion(Mobile caster, Item scroll) : base(caster, scroll, m_Info) { } public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25); public override double RequiredSkill => 60.0; public override int RequiredMana => 10; public override bool CheckCast() { return VerifyCast(Caster, true) && base.CheckCast(); } public static bool VerifyCast(Mobile Caster, bool messages) { if (Caster == null) // Sanity return false; if (!(Caster.FindItemOnLayer(Layer.OneHanded) is BaseWeapon weap)) weap = Caster.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon; if (weap != null) { if (Core.ML && Caster.Skills[weap.Skill].Base < 50) { if (messages) Caster.SendLocalizedMessage( 1076206); // Your skill with your equipped weapon must be 50 or higher to use Evasion. return false; } } 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; } if (!Caster.CanBeginAction()) { if (messages) Caster.SendLocalizedMessage(501789); // You must wait before trying again. return false; } return true; } public static bool CheckSpellEvasion(Mobile defender) { if (!(defender.FindItemOnLayer(Layer.OneHanded) is BaseWeapon weap)) weap = defender.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon; if (Core.ML) { if (defender.Spell != null && defender.Spell.IsCasting) return false; if (weap != null) { if (defender.Skills[weap.Skill].Base < 50) return false; } else if (!(defender.FindItemOnLayer(Layer.TwoHanded) is BaseShield)) { return false; } } if (IsEvading(defender) && BaseWeapon.CheckParry(defender)) { defender.Emote("*evades*"); // Yes. Eew. Blame OSI. defender.FixedEffect(0x37B9, 10, 16); return true; } return false; } public override void OnBeginCast() { base.OnBeginCast(); Caster.FixedEffect(0x37C4, 10, 7, 4, 3); } 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); OnCastSuccessful(Caster); BeginEvasion(Caster); Caster.BeginAction(); Timer.DelayCall(TimeSpan.FromSeconds(20.0), delegate { Caster.EndAction(); }); } FinishSequence(); } public static bool IsEvading(Mobile m) { return m_Table.ContainsKey(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 */ if (!Core.ML) return TimeSpan.FromSeconds(8.0); double seconds = 3; 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++; 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 */ if (!Core.ML) return 1.5; double bonus = 0; 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; return 1.0 + bonus; } public static void BeginEvasion(Mobile m) { m_Table.TryGetValue(m, out Timer timer); timer?.Stop(); m_Table[m] = timer = new InternalTimer(m, GetEvadeDuration(m)); timer.Start(); } public static void EndEvasion(Mobile m) { if (m_Table.TryGetValue(m, out Timer timer)) { timer.Stop(); m_Table.Remove(m); } OnEffectEnd(m, typeof(Evasion)); } private class InternalTimer : Timer { private Mobile m_Mobile; 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. } } } }