ModernUO/Projects/Scripts/Spells/Chivalry/DispelEvil.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

105 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Items;
using Server.Mobiles;
using Server.Spells.Necromancy;
namespace Server.Spells.Chivalry
{
public class DispelEvilSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Dispel Evil", "Dispiro Malas",
-1,
9002
);
public DispelEvilSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
public override double RequiredSkill => 35.0;
public override int RequiredMana => 10;
public override int RequiredTithing => 10;
public override int MantraNumber => 1060721; // Dispiro Malas
public override bool BlocksMovement => false;
public override bool DelayedDamage => false;
public override void SendCastEffect()
{
Caster.FixedEffect(0x37C4, 10, 7, 4, 3); // At player
}
public override void OnCast()
{
if (CheckSequence())
{
Caster.PlaySound(0xF5);
Caster.PlaySound(0x299);
Caster.FixedParticles(0x37C4, 1, 25, 9922, 14, 3, EffectLayer.Head);
int dispelSkill = ComputePowerValue(2);
double chiv = Caster.Skills.Chivalry.Value;
IEnumerable<Mobile> targets = Caster.GetMobilesInRange(8)
.Where(m => Caster != m && SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false));
foreach (Mobile m in targets)
{
if (m is BaseCreature bc)
{
if (bc.Summoned && !bc.IsAnimatedDead)
{
double dispelChance = (50.0 + 100 * (chiv - bc.DispelDifficulty) / (bc.DispelFocus * 2)) / 100;
dispelChance *= dispelSkill / 100.0;
if (dispelChance > Utility.RandomDouble())
{
Effects.SendLocationParticles(
EffectItem.Create(m.Location, m.Map, EffectItem.DefaultDuration), 0x3728, 8, 20, 5042);
Effects.PlaySound(m, m.Map, 0x201);
m.Delete();
continue;
}
}
bool evil = !bc.Controlled && bc.Karma < 0;
if (evil)
{
// TODO: Is this right?
double fleeChance = (100 - Math.Sqrt(m.Fame / 2.0)) * chiv * dispelSkill;
fleeChance /= 1000000;
if (fleeChance > Utility.RandomDouble()) bc.BeginFlee(TimeSpan.FromSeconds(30.0));
}
}
TransformContext context = TransformationSpellHelper.GetContext(m);
if (context?.Spell is NecromancerSpell) //Trees are not evil! TODO: OSI confirm?
{
// transformed ..
double drainChance = 0.5 * (Caster.Skills.Chivalry.Value / Math.Max(m.Skills.Necromancy.Value, 1));
if (drainChance > Utility.RandomDouble())
{
int drain = 5 * dispelSkill / 100;
m.Stam -= drain;
m.Mana -= drain;
}
}
}
}
FinishSequence();
}
}
}