ModernUO/Projects/UOContent/Items/Weapons/Abilities/TalonStrike.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

98 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Items
{
/// <summary>
/// Attack with increased damage with additional damage over time.
/// </summary>
public class TalonStrike : WeaponAbility
{
private static readonly HashSet<Mobile> _defenders = new();
public override int BaseMana => 30;
public override double DamageScalar => 1.2;
public override bool RequiresSecondarySkill(Mobile from) => true;
public override SkillName GetSecondarySkillName(Mobile from) => SkillName.Ninjitsu;
public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
{
if (_defenders.Contains(defender) || !Validate(attacker) || !CheckMana(attacker, true))
{
return;
}
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage(1063358); // You deliver a talon strike!
defender.SendLocalizedMessage(1063359); // Your attacker delivers a talon strike!
defender.FixedParticles(0x373A, 1, 17, 0x26BC, 0x662, 0, EffectLayer.Waist);
var timer = new InternalTimer(
defender,
(int)(10.0 * (attacker.Skills.Ninjitsu.Value - 50.0) / 70.0 + 5)
); // 5 - 15 damage
timer.Start();
_defenders.Add(defender);
}
private class InternalTimer : Timer
{
private readonly double DamagePerTick;
private readonly Mobile m_Defender;
private double m_DamageRemaining;
private double m_DamageToDo;
// 3 seconds at 0.25 seconds apart = 12. Confirm delay in between of 0.25 each.
public InternalTimer(Mobile defender, int totalDamage) : base(
TimeSpan.Zero,
TimeSpan.FromSeconds(0.25),
12
)
{
m_Defender = defender;
m_DamageRemaining = totalDamage;
DamagePerTick = (double)totalDamage / 12 + .01;
}
protected override void OnTick()
{
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
_defenders.Remove(m_Defender);
return;
}
m_DamageRemaining -= DamagePerTick;
m_DamageToDo += DamagePerTick;
if (m_DamageRemaining <= 0 && m_DamageToDo < 1)
{
m_DamageToDo = 1.0; // Confirm this 'round up' at the end
}
var damage = (int)m_DamageToDo;
if (damage > 0)
{
// m_Defender.Damage( damage, m_Attacker, false );
m_Defender.Hits -= damage; // Don't show damage, don't disrupt
m_DamageToDo -= damage;
}
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
_defenders.Remove(m_Defender);
}
}
}
}
}