ModernUO/Projects/Scripts/Skills/SpiritSpeak.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

185 lines
4.8 KiB
C#

using System;
using System.Linq;
using Server.Items;
using Server.Network;
using Server.Spells;
namespace Server.SkillHandlers
{
internal class SpiritSpeak
{
public static void Initialize()
{
SkillInfo.Table[32].Callback = OnUse;
}
public static TimeSpan OnUse(Mobile m)
{
if (Core.AOS)
{
Spell spell = new SpiritSpeakSpell(m);
spell.Cast();
if (spell.IsCasting)
return TimeSpan.FromSeconds(5.0);
return TimeSpan.Zero;
}
m.RevealingAction();
if (m.CheckSkill(SkillName.SpiritSpeak, 0, 100))
{
if (!m.CanHearGhosts)
{
Timer t = new SpiritSpeakTimer(m);
double secs = m.Skills.SpiritSpeak.Base / 50;
secs *= 90;
if (secs < 15)
secs = 15;
t.Delay = TimeSpan.FromSeconds(secs); //15seconds to 3 minutes
t.Start();
m.CanHearGhosts = true;
}
m.PlaySound(0x24A);
m.SendLocalizedMessage(502444); //You contact the neitherworld.
}
else
{
m.SendLocalizedMessage(502443); //You fail to contact the neitherworld.
m.CanHearGhosts = false;
}
return TimeSpan.FromSeconds(1.0);
}
private class SpiritSpeakTimer : Timer
{
private Mobile m_Owner;
public SpiritSpeakTimer(Mobile m) : base(TimeSpan.FromMinutes(2.0))
{
m_Owner = m;
Priority = TimerPriority.FiveSeconds;
}
protected override void OnTick()
{
m_Owner.CanHearGhosts = false;
m_Owner.SendLocalizedMessage(502445); //You feel your contact with the neitherworld fading.
}
}
private class SpiritSpeakSpell : Spell
{
private static SpellInfo m_Info = new SpellInfo("Spirit Speak", "", 269);
public SpiritSpeakSpell(Mobile caster) : base(caster, null, m_Info)
{
}
public override bool BlockedByHorrificBeast => false;
public override bool ClearHandsOnCast => false;
public override double CastDelayFastScalar => 0;
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.0);
public override bool CheckNextSpellTime => false;
public override int GetMana() => 0;
public override void OnCasterHurt()
{
if (IsCasting)
Disturb(DisturbType.Hurt, false, true);
}
public override bool ConsumeReagents() => true;
public override bool CheckFizzle() => true;
public override void OnDisturb(DisturbType type, bool message)
{
Caster.NextSkillTime = Core.TickCount;
base.OnDisturb(type, message);
}
public override bool CheckDisturb(DisturbType type, bool checkFirst, bool resistable)
{
if (type == DisturbType.EquipRequest || type == DisturbType.UseRequest)
return false;
return true;
}
public override void SayMantra()
{
// Anh Mi Sah Ko
Caster.PublicOverheadMessage(MessageType.Regular, 0x3B2, 1062074, "", false);
Caster.PlaySound(0x24A);
}
public override void OnCast()
{
IPooledEnumerable<Corpse> eable = Caster.GetItemsInRange<Corpse>(3);
Corpse toChannel = eable.FirstOrDefault(corpse => corpse?.Channeled == false);
eable.Free();
int min = 1 + (int)(Caster.Skills.SpiritSpeak.Value * 0.25);
int max = min + 4;
int mana, number;
if (toChannel != null)
{
mana = 0;
number = 1061287; // You channel energy from a nearby corpse to heal your wounds.
}
else
{
mana = 10;
number = 1061286; // You channel your own spiritual energy to heal your wounds.
}
if (Caster.Mana < mana)
{
Caster.SendLocalizedMessage(1061285); // You lack the mana required to use this skill.
}
else
{
Caster.CheckSkill(SkillName.SpiritSpeak, 0.0, 120.0);
if (Utility.RandomDouble() > Caster.Skills.SpiritSpeak.Value / 100.0)
{
Caster.SendLocalizedMessage(502443); // You fail your attempt at contacting the netherworld.
}
else
{
if (toChannel != null)
{
toChannel.Channeled = true;
toChannel.Hue = 0x835;
}
Caster.Mana -= mana;
Caster.SendLocalizedMessage(number);
if (min > max)
min = max;
Caster.Hits += Utility.RandomMinMax(min, max);
Caster.FixedParticles(0x375A, 1, 15, 9501, 2100, 4, EffectLayer.Waist);
}
}
FinishSequence();
}
}
}
}