ModernUO/Scripts/Items/Weapons/Abilities/BleedAttack.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

135 lines
No EOL
3.5 KiB
C#

using System;
using System.Collections;
using Server.Mobiles;
using Server.Spells.Necromancy;
using Server.Network;
using Server.Spells;
namespace Server.Items
{
/// <summary>
/// Make your opponent bleed profusely with this wicked use of your weapon.
/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
/// </summary>
public class BleedAttack : WeaponAbility
{
public BleedAttack()
{
}
public override int BaseMana{ get{ return 30; } }
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
ClearCurrentAbility( attacker );
// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
TransformContext context = TransformationSpellHelper.GetContext( defender );
if ( (context != null && ( context.Type == typeof( LichFormSpell ) || context.Type == typeof( WraithFormSpell ))) ||
(defender is BaseCreature && ((BaseCreature)defender).BleedImmune) )
{
attacker.SendLocalizedMessage( 1062052 ); // Your target is not affected by the bleed attack!
return;
}
attacker.SendLocalizedMessage( 1060159 ); // Your target is bleeding!
defender.SendLocalizedMessage( 1060160 ); // You are bleeding!
if ( defender is PlayerMobile )
{
defender.LocalOverheadMessage( MessageType.Regular, 0x21, 1060757 ); // You are bleeding profusely
defender.NonlocalOverheadMessage( MessageType.Regular, 0x21, 1060758, defender.Name ); // ~1_NAME~ is bleeding profusely
}
defender.PlaySound( 0x133 );
defender.FixedParticles( 0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist );
BeginBleed( defender, attacker );
}
private static Hashtable m_Table = new Hashtable();
public static bool IsBleeding( Mobile m )
{
return m_Table.Contains( m );
}
public static void BeginBleed( Mobile m, Mobile from )
{
Timer t = (Timer)m_Table[m];
if ( t != null )
t.Stop();
t = new InternalTimer( from, m );
m_Table[m] = t;
t.Start();
}
public static void DoBleed( Mobile m, Mobile from, int level )
{
if ( m.Alive )
{
int damage = Utility.RandomMinMax( level, level * 2 );
if ( !m.Player )
damage *= 2;
m.PlaySound( 0x133 );
m.Damage( damage, from );
Blood blood = new Blood();
blood.ItemID = Utility.Random( 0x122A, 5 );
blood.MoveToWorld( m.Location, m.Map );
}
else
{
EndBleed( m, false );
}
}
public static void EndBleed( Mobile m, bool message )
{
Timer t = (Timer)m_Table[m];
if ( t == null )
return;
t.Stop();
m_Table.Remove( m );
if ( message )
m.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
}
private class InternalTimer : Timer
{
private Mobile m_From;
private Mobile m_Mobile;
private int m_Count;
public InternalTimer( Mobile from, Mobile m ) : base( TimeSpan.FromSeconds( 2.0 ), TimeSpan.FromSeconds( 2.0 ) )
{
m_From = from;
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
DoBleed( m_Mobile, m_From, 5 - m_Count );
if ( ++m_Count == 5 )
EndBleed( m_Mobile, true );
}
}
}
}