97 lines
2.6 KiB
C#
97 lines
2.6 KiB
C#
using System;
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using System.Collections;
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namespace Server.Items
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{
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/// <summary>
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/// Raises your physical resistance for a short time while lowering your ability to inflict damage. Requires Bushido or Ninjitsu skill.
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/// </summary>
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public class DefenseMastery : WeaponAbility
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{
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public DefenseMastery()
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{
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}
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public override bool CheckSkills( Mobile from )
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{
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if ( GetSkill( from, SkillName.Ninjitsu ) < 50.0 && GetSkill( from, SkillName.Bushido ) < 50.0 )
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{
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from.SendLocalizedMessage( 1063347, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
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return false;
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}
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return base.CheckSkills( from );
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}
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public override int BaseMana => 30;
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public override void OnHit( Mobile attacker, Mobile defender, int damage )
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{
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if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
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return;
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ClearCurrentAbility( attacker );
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attacker.SendLocalizedMessage( 1063353 ); // You perform a masterful defense!
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attacker.FixedParticles( 0x375A, 1, 17, 0x7F2, 0x3E8, 0x3, EffectLayer.Waist );
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int modifier = (int)(30.0 * ((Math.Max( attacker.Skills[SkillName.Bushido].Value, attacker.Skills[SkillName.Ninjitsu].Value ) - 50.0) / 70.0));
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if ( m_Table[attacker] is DefenseMasteryInfo info )
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EndDefense( (object)info );
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ResistanceMod mod = new ResistanceMod( ResistanceType.Physical, 50 + modifier );
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attacker.AddResistanceMod( mod );
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info = new DefenseMasteryInfo( attacker, 80 - modifier, mod );
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info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 3.0 ), new TimerStateCallback( EndDefense ), info );
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m_Table[attacker] = info;
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attacker.Delta( MobileDelta.WeaponDamage );
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}
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private class DefenseMasteryInfo
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{
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public Mobile m_From;
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public Timer m_Timer;
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public int m_DamageMalus;
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public ResistanceMod m_Mod;
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public DefenseMasteryInfo( Mobile from, int damageMalus, ResistanceMod mod )
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{
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m_From = from;
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m_DamageMalus = damageMalus;
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m_Mod = mod;
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}
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool GetMalus( Mobile targ, ref int damageMalus )
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{
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if ( !(m_Table[targ] is DefenseMasteryInfo info) )
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return false;
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damageMalus = info.m_DamageMalus;
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return true;
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}
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private static void EndDefense( object state )
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{
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DefenseMasteryInfo info = (DefenseMasteryInfo)state;
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if ( info.m_Mod != null )
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info.m_From.RemoveResistanceMod( info.m_Mod );
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info.m_Timer?.Stop();
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// No message is sent to the player.
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m_Table.Remove( info.m_From );
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info.m_From.Delta( MobileDelta.WeaponDamage );
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}
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}
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}
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