224 lines
5.7 KiB
C#
224 lines
5.7 KiB
C#
using System;
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using System.Collections;
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using Server.Items;
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namespace Server.Spells.Bushido
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{
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public class Evasion : SamuraiSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Evasion", null,
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-1,
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9002
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);
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds( 0.25 );
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public override double RequiredSkill => 60.0;
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public override int RequiredMana => 10;
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public override bool CheckCast()
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{
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if ( VerifyCast( Caster, true ) )
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return base.CheckCast();
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return false;
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}
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public static bool VerifyCast( Mobile Caster, bool messages )
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{
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if ( Caster == null ) // Sanity
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return false;
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BaseWeapon weap = Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
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if ( weap == null )
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weap = Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
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if ( weap != null ) {
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if ( Core.ML && Caster.Skills[weap.Skill].Base < 50 ) {
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if ( messages ) {
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Caster.SendLocalizedMessage( 1076206 ); // Your skill with your equipped weapon must be 50 or higher to use Evasion.
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}
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return false;
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}
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} else if ( !( Caster.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
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if ( messages ) {
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Caster.SendLocalizedMessage( 1062944 ); // You must have a weapon or a shield equipped to use this ability!
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}
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return false;
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}
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if ( !Caster.CanBeginAction( typeof( Evasion ) ) ) {
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if ( messages ) {
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Caster.SendLocalizedMessage( 501789 ); // You must wait before trying again.
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}
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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 static bool CheckSpellEvasion( Mobile defender )
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{
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BaseWeapon weap = defender.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
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if ( weap == null )
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weap = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
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if ( Core.ML ) {
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if ( defender.Spell != null && defender.Spell.IsCasting ) {
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return false;
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}
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if ( weap != null ) {
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if ( defender.Skills[weap.Skill].Base < 50 ) {
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return false;
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}
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} else if ( !( defender.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
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return false;
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}
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}
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if ( IsEvading( defender ) && BaseWeapon.CheckParry( defender ) ) {
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defender.Emote( "*evades*" ); // Yes. Eew. Blame OSI.
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defender.FixedEffect( 0x37B9, 10, 16 );
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return true;
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}
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return false;
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}
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public Evasion( Mobile caster, Item scroll )
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: base( caster, scroll, m_Info )
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{
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}
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
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}
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public override void OnCast()
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{
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if ( CheckSequence() )
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{
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Caster.SendLocalizedMessage( 1063120 ); // You feel that you might be able to deflect any attack!
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Caster.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist );
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Caster.PlaySound( 0x51B );
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OnCastSuccessful( Caster );
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BeginEvasion( Caster );
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Caster.BeginAction( typeof( Evasion ) );
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Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), delegate { Caster.EndAction( typeof( Evasion ) ); } );
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}
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FinishSequence();
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool IsEvading( 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 TimeSpan GetEvadeDuration( Mobile m )
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{
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/* Evasion duration now scales with Bushido skill
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*
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* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
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* Evasion duration range:
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* o 3-6 seconds w/o tactics/anatomy
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* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
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*/
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if ( !Core.ML )
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return TimeSpan.FromSeconds( 8.0 );
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double seconds = 3;
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if ( m.Skills.Bushido.Value > 60 )
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seconds += (m.Skills.Bushido.Value - 60) / 20;
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if ( m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0 ) //Bushido being HIGHER than 100 for bonus is intended
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seconds++;
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return TimeSpan.FromSeconds( (int)seconds );
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}
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public static double GetParryScalar( Mobile m )
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{
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/* Evasion modifier to parry now scales with Bushido skill
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*
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* If the player has higher than GM Bushido, and at least GM Tactics and Anatomy, they get a bonus to their evasion modifier (10% bonus to the evasion modifier to parry NOT 10% to the final parry chance)
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*
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* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
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* o 16-40% bonus w/o tactics/anatomy
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* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
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*/
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if ( !Core.ML )
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return 1.5;
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double bonus = 0;
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if ( m.Skills.Bushido.Value >= 60 )
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bonus += ( ( ( m.Skills.Bushido.Value - 60 ) * .004 ) + 0.16 );
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if ( m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100 ) //Bushido being HIGHER than 100 for bonus is intended
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bonus += 0.10;
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return 1.0 + bonus;
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}
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public static void BeginEvasion( 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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t = new InternalTimer( m, GetEvadeDuration( m ) );
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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 EndEvasion( 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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OnEffectEnd( m, typeof( Evasion ) );
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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 delay )
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: base( delay )
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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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EndEvasion( m_Mobile );
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m_Mobile.SendLocalizedMessage( 1063121 ); // You no longer feel that you could deflect any attack.
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}
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}
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}
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}
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