160 lines
5.5 KiB
C#
160 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Spells.First
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{
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public class ReactiveArmorSpell : MagerySpell
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{
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private static readonly SpellInfo m_Info = new SpellInfo(
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"Reactive Armor",
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"Flam Sanct",
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236,
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9011,
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Reagent.Garlic,
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Reagent.SpidersSilk,
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Reagent.SulfurousAsh
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);
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private static readonly Dictionary<Mobile, ResistanceMod[]> m_Table = new Dictionary<Mobile, ResistanceMod[]>();
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public ReactiveArmorSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
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{
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}
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public override SpellCircle Circle => SpellCircle.First;
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public override bool CheckCast()
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{
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if (Core.AOS)
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{
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return true;
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}
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if (Caster.MeleeDamageAbsorb > 0)
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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return false;
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}
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if (!Caster.CanBeginAction<DefensiveSpell>())
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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return false;
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}
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return true;
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}
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public override void OnCast()
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{
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if (Core.AOS)
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{
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/* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
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* 15 + (Inscription/20) Physcial bonus
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* -5 Elemental
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* The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on<6F>even after logging out, even after dying<6E>until you <20>turn them off<66> by casting them again.
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* (+20 physical -5 elemental at 100 Inscription)
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*/
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if (CheckSequence())
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{
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var targ = Caster;
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if (m_Table.Remove(targ, out var mods))
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{
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targ.PlaySound(0x1ED);
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targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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for (var i = 0; i < mods.Length; ++i)
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{
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targ.RemoveResistanceMod(mods[i]);
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}
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BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor);
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}
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else
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{
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targ.PlaySound(0x1E9);
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targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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mods = new[]
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{
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new ResistanceMod(
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ResistanceType.Physical,
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15 + (int)(targ.Skills.Inscribe.Value / 20)
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),
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new ResistanceMod(ResistanceType.Fire, -5),
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new ResistanceMod(ResistanceType.Cold, -5),
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new ResistanceMod(ResistanceType.Poison, -5),
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new ResistanceMod(ResistanceType.Energy, -5)
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};
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m_Table[targ] = mods;
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for (var i = 0; i < mods.Length; ++i)
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{
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targ.AddResistanceMod(mods[i]);
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}
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var physresist = 15 + (int)(targ.Skills.Inscribe.Value / 20);
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var args = $"{physresist}\t{5}\t{5}\t{5}\t{5}";
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BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, 1075813, args));
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}
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}
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FinishSequence();
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}
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else
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{
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if (Caster.MeleeDamageAbsorb > 0)
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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}
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else if (!Caster.CanBeginAction<DefensiveSpell>())
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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else if (CheckSequence())
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{
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if (Caster.BeginAction<DefensiveSpell>())
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{
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var value = Math.Clamp(
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(int)(Caster.Skills.Magery.Value + Caster.Skills.Meditation.Value +
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Caster.Skills.Inscribe.Value) / 3,
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1,
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75
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);
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Caster.MeleeDamageAbsorb = value;
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Caster.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist);
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Caster.PlaySound(0x1F2);
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}
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else
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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}
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FinishSequence();
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}
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}
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public static void EndArmor(Mobile m)
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{
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if (!m_Table.Remove(m, out var mods))
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{
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return;
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}
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for (var i = 0; i < mods?.Length; ++i)
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{
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m.RemoveResistanceMod(mods[i]);
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}
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BuffInfo.RemoveBuff(m, BuffIcon.ReactiveArmor);
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}
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}
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}
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