134 lines
3.3 KiB
C#
134 lines
3.3 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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/// A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds.
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/// </summary>
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public class ParalyzingBlow : WeaponAbility
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{
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public ParalyzingBlow()
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{
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}
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public override int BaseMana => 30;
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public static readonly TimeSpan PlayerFreezeDuration = TimeSpan.FromSeconds( 3.0 );
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public static readonly TimeSpan NPCFreezeDuration = TimeSpan.FromSeconds( 6.0 );
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public static readonly TimeSpan FreezeDelayDuration = TimeSpan.FromSeconds( 8.0 );
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// No longer active in pub21:
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/*public override bool CheckSkills( Mobile from )
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{
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if ( !base.CheckSkills( from ) )
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return false;
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if ( !(from.Weapon is Fists) )
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return true;
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Skill skill = from.Skills[SkillName.Anatomy];
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if ( skill != null && skill.Base >= 80.0 )
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return true;
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from.SendLocalizedMessage( 1061811 ); // You lack the required anatomy skill to perform that attack!
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return false;
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}*/
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public override bool RequiresTactics( Mobile from )
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{
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if ( !(from.Weapon is BaseWeapon weapon) )
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return true;
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return weapon.Skill != SkillName.Wrestling;
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}
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public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
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{
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if ( defender.Paralyzed )
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{
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attacker.SendLocalizedMessage( 1061923 ); // The target is already frozen.
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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 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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if ( IsImmune( defender ) ) //Intentionally going after Mana consumption
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{
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attacker.SendLocalizedMessage( 1070804 ); // Your target resists paralysis.
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defender.SendLocalizedMessage( 1070813 ); // You resist paralysis.
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return;
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}
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defender.FixedEffect( 0x376A, 9, 32 );
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defender.PlaySound( 0x204 );
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attacker.SendLocalizedMessage( 1060163 ); // You deliver a paralyzing blow!
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defender.SendLocalizedMessage( 1060164 ); // The attack has temporarily paralyzed you!
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TimeSpan duration = defender.Player ? PlayerFreezeDuration : NPCFreezeDuration;
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// Treat it as paralyze not as freeze, effect must be removed when damaged.
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defender.Paralyze( duration );
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BeginImmunity( defender, duration + FreezeDelayDuration );
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool IsImmune( Mobile m )
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{
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return m_Table.Contains( m );
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}
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public static void BeginImmunity( Mobile m, TimeSpan duration )
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{
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Timer t = (Timer)m_Table[m];
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if ( t != null )
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t.Stop();
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t = new InternalTimer( m, duration );
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m_Table[m] = t;
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t.Start();
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}
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public static void EndImmunity( Mobile m )
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{
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Timer t = (Timer)m_Table[m];
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if ( t != null )
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t.Stop();
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m_Table.Remove( m );
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile;
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public InternalTimer( Mobile m, TimeSpan duration ) : base( duration )
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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EndImmunity( m_Mobile );
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}
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}
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}
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}
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