ModernUO/Projects/Scripts/Mobiles/Monsters/SE/FanDancer.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

181 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.Plants;
using Server.Items;
namespace Server.Mobiles
{
public class FanDancer : BaseCreature
{
private static HashSet<Mobile> m_Table = new HashSet<Mobile>();
[Constructible]
public FanDancer() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Body = 247;
BaseSoundID = 0x372;
SetStr(301, 375);
SetDex(201, 255);
SetInt(21, 25);
SetHits(351, 430);
SetDamage(12, 17);
SetDamageType(ResistanceType.Physical, 70);
SetDamageType(ResistanceType.Fire, 10);
SetDamageType(ResistanceType.Cold, 10);
SetDamageType(ResistanceType.Poison, 10);
SetResistance(ResistanceType.Physical, 40, 60);
SetResistance(ResistanceType.Fire, 50, 70);
SetResistance(ResistanceType.Cold, 50, 70);
SetResistance(ResistanceType.Poison, 50, 70);
SetResistance(ResistanceType.Energy, 40, 60);
SetSkill(SkillName.MagicResist, 100.1, 110.0);
SetSkill(SkillName.Tactics, 85.1, 95.0);
SetSkill(SkillName.Wrestling, 85.1, 95.0);
SetSkill(SkillName.Anatomy, 85.1, 95.0);
Fame = 9000;
Karma = -9000;
if (Utility.RandomDouble() < .33)
PackItem(Seed.RandomBonsaiSeed());
AddItem(new Tessen());
if (0.02 >= Utility.RandomDouble())
PackItem(new OrigamiPaper());
}
public FanDancer(Serial serial) : base(serial)
{
}
public override string CorpseName => "a fan dancer corpse";
public override string DefaultName => "a fan dancer";
public override bool Uncalmable => true;
public override void GenerateLoot()
{
AddLoot(LootPack.FilthyRich);
AddLoot(LootPack.Rich);
AddLoot(LootPack.Gems, 2);
}
/* TODO: Repel Magic
* 10% chance of repelling a melee attack (why did they call it repel magic anyway?)
* Cliloc: 1070844
* Effect: damage is dealt to the attacker, no damage is taken by the fan dancer
*/
public override void OnDamagedBySpell(Mobile attacker)
{
base.OnDamagedBySpell(attacker);
if (0.8 > Utility.RandomDouble() && !attacker.InRange(this, 1))
{
/* Fan Throw
* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
* Damage: 50-65
*/
Effects.SendMovingEffect(Location, attacker.Location, attacker.Map, 0x27A3, 10);
AOS.Damage(attacker, this, Utility.RandomMinMax(50, 65), 100, 0, 0, 0, 0);
}
}
public override void OnGotMeleeAttack(Mobile attacker)
{
base.OnGotMeleeAttack(attacker);
if (0.8 > Utility.RandomDouble() && !attacker.InRange(this, 1))
{
/* Fan Throw
* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
* Damage: 50-65
*/
Effects.SendMovingEffect(Location, attacker.Location, attacker.Map, 0x27A3, 10);
AOS.Damage(attacker, this, Utility.RandomMinMax(50, 65), 100, 0, 0, 0, 0);
}
}
public override void OnGaveMeleeAttack(Mobile defender)
{
base.OnGaveMeleeAttack(defender);
if (!IsFanned(defender) && 0.05 > Utility.RandomDouble())
{
/* Fanning Fire
* Graphic: Type: "3" From: "0x57D4F5B" To: "0x0" ItemId: "0x3709" ItemIdName: "fire column" FromLocation: "(994 325, 16)" ToLocation: "(994 325, 16)" Speed: "10" Duration: "30" FixedDirection: "True" Explode: "False" Hue: "0x0" RenderMode: "0x0" Effect: "0x34" ExplodeEffect: "0x1" ExplodeSound: "0x0" Serial: "0x57D4F5B" Layer: "5" Unknown: "0x0"
* Sound: 0x208
* Start cliloc: 1070833
* Effect: Fire res -10% for 10 seconds
* Damage: 35-45, 100% fire
* End cliloc: 1070834
* Effect does not stack
*/
defender.SendLocalizedMessage(
1070833); // The creature fans you with fire, reducing your resistance to fire attacks.
int effect = -(defender.FireResistance / 10);
ResistanceMod mod = new ResistanceMod(ResistanceType.Fire, effect);
defender.FixedParticles(0x37B9, 10, 30, 0x34, EffectLayer.RightFoot);
defender.PlaySound(0x208);
// This should be done in place of the normal attack damage.
//AOS.Damage( defender, this, Utility.RandomMinMax( 35, 45 ), 0, 100, 0, 0, 0 );
defender.AddResistanceMod(mod);
ExpireTimer timer = new ExpireTimer(defender, mod, TimeSpan.FromSeconds(10.0));
timer.Start();
m_Table.Add(defender);
}
}
public bool IsFanned(Mobile m) => m_Table.Contains(m);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
private class ExpireTimer : Timer
{
private Mobile m_Mobile;
private ResistanceMod m_Mod;
public ExpireTimer(Mobile m, ResistanceMod mod, TimeSpan delay) : base(delay)
{
m_Mobile = m;
m_Mod = mod;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
m_Mobile.SendLocalizedMessage(1070834); // Your resistance to fire attacks has returned.
m_Mobile.RemoveResistanceMod(m_Mod);
Stop();
m_Table.Remove(m_Mobile);
}
}
}
}