ModernUO/Projects/UOContent/Items/Weapons/Abilities/MortalStrike.cs
Kamron Batman c8463e2eaf
fix: Fixes lightning arrow (#1583)
### 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.
2023-11-05 17:36:09 -08:00

76 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Items
{
/// <summary>
/// The assassin's friend.
/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
/// Use a gruesome follow-up to finish off your foe.
/// </summary>
public class MortalStrike : WeaponAbility
{
public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
private static readonly Dictionary<Mobile, TimerExecutionToken> _table = new();
public override int BaseMana => 30;
public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
{
return;
}
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
defender.PlaySound(0x1E1);
defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
// Do not reset timer if one is already in place.
if (!IsWounded(defender))
{
BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
}
}
public static bool IsWounded(Mobile m) => _table.ContainsKey(m);
private static bool StopTimer(Mobile m)
{
if (_table.Remove(m, out var timerToken))
{
timerToken.Cancel();
return true;
}
return false;
}
public static void BeginWound(Mobile m, TimeSpan duration)
{
StopTimer(m);
Timer.StartTimer(duration, () => EndWound(m), out var timerToken);
_table[m] = timerToken;
m.YellowHealthbar = true;
}
public static bool EndWound(Mobile m)
{
if (StopTimer(m))
{
m.YellowHealthbar = false;
m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
return true;
}
return false;
}
}
}