ModernUO/Projects/Scripts/Spells/Necromancy/PainSpike.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

115 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using Server.Misc;
using Server.Targeting;
namespace Server.Spells.Necromancy
{
public class PainSpikeSpell : NecromancerSpell, ISpellTargetingMobile
{
private static SpellInfo m_Info = new SpellInfo(
"Pain Spike", "In Sar",
203,
9031,
Reagent.GraveDust,
Reagent.PigIron
);
private static Dictionary<Mobile, InternalTimer> m_Table = new Dictionary<Mobile, InternalTimer>();
public PainSpikeSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.0);
public override double RequiredSkill => 20.0;
public override int RequiredMana => 5;
public override bool DelayedDamage => false;
public override void OnCast()
{
Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
}
public void Target(Mobile m)
{
if (m == null)
return;
if (CheckHSequence(m))
{
SpellHelper.Turn(Caster, m);
//SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m ); //Irrelevent after AoS
/* Temporarily causes intense physical pain to the target, dealing direct damage.
* After 10 seconds the spell wears off, and if the target is still alive,
* some of the Hit Points lost through Pain Spike are restored.
*/
m.FixedParticles(0x37C4, 1, 8, 9916, 39, 3, EffectLayer.Head);
m.FixedParticles(0x37C4, 1, 8, 9502, 39, 4, EffectLayer.Head);
m.PlaySound(0x210);
double damage = (GetDamageSkill(Caster) - GetResistSkill(m)) / 10 + (m.Player ? 18 : 30);
m.CheckSkill(SkillName.MagicResist, 0.0, 120.0); //Skill check for gain
if (damage < 1)
damage = 1;
TimeSpan buffTime = TimeSpan.FromSeconds(10.0);
if (!m_Table.TryGetValue(m, out InternalTimer timer))
{
m_Table[m] = timer = new InternalTimer(m, damage);
timer.Start();
}
else
{
damage = Utility.RandomMinMax(3, 7);
timer.Delay += TimeSpan.FromSeconds(2.0);
buffTime = timer.Next - DateTime.UtcNow;
}
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.PainSpike, 1075667, ((int)damage).ToString(), buffTime, m));
// TODO: Find a better way to do this
WeightOverloading.DFA = DFAlgorithm.PainSpike;
m.Damage((int)damage, Caster);
SpellHelper.DoLeech((int)damage, Caster, m);
WeightOverloading.DFA = DFAlgorithm.Standard;
//SpellHelper.Damage( this, m, damage, 100, 0, 0, 0, 0, Misc.DFAlgorithm.PainSpike );
HarmfulSpell(m);
}
FinishSequence();
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
private int m_ToRestore;
public InternalTimer(Mobile m, double toRestore) : base(TimeSpan.FromSeconds(10.0))
{
Priority = TimerPriority.OneSecond;
m_Mobile = m;
m_ToRestore = (int)toRestore;
}
protected override void OnTick()
{
m_Table.Remove(m_Mobile);
if (m_Mobile.Alive && !m_Mobile.IsDeadBondedPet)
m_Mobile.Hits += m_ToRestore;
BuffInfo.RemoveBuff(m_Mobile, BuffIcon.PainSpike);
}
}
}
}