### Summary - [X] Lightning arrow no longer allows SDI - [X] Lightning arrow now proc's even without arrows - [X] Fixed NPE with lightning arrow when a monster is already killed.
76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Items
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{
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/// <summary>
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/// The assassin's friend.
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/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
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/// Use a gruesome follow-up to finish off your foe.
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/// </summary>
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public class MortalStrike : WeaponAbility
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{
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public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
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public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
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private static readonly Dictionary<Mobile, TimerExecutionToken> _table = new();
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public override int BaseMana => 30;
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public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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{
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return;
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}
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ClearCurrentAbility(attacker);
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attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
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defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
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defender.PlaySound(0x1E1);
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defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
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// Do not reset timer if one is already in place.
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if (!IsWounded(defender))
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{
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BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
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}
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}
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public static bool IsWounded(Mobile m) => _table.ContainsKey(m);
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private static bool StopTimer(Mobile m)
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{
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if (_table.Remove(m, out var timerToken))
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{
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timerToken.Cancel();
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return true;
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}
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return false;
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}
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public static void BeginWound(Mobile m, TimeSpan duration)
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{
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StopTimer(m);
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Timer.StartTimer(duration, () => EndWound(m), out var timerToken);
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_table[m] = timerToken;
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m.YellowHealthbar = true;
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}
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public static bool EndWound(Mobile m)
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{
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if (StopTimer(m))
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{
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m.YellowHealthbar = false;
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m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
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return true;
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}
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return false;
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}
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}
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}
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