111 lines
3.5 KiB
C#
111 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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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 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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private static readonly Dictionary<Mobile, TimerExecutionToken> _table = new();
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public override int BaseMana => 30;
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// When using Wrestling, tactics isn't needed.
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public override bool RequiresTactics(Mobile from) =>
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Core.AOS && from.Weapon is not BaseWeapon { Skill: SkillName.Wrestling };
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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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{
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return false;
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}
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if (Core.AOS || from.Weapon is not Fists)
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{
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return true;
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}
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if (from.Skills[SkillName.Anatomy] is { Value: >= 80.0 })
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{
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return true;
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}
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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 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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{
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return;
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}
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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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var duration = defender.Player ? PlayerFreezeDuration : NPCFreezeDuration;
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// Pub 21: Treat it as paralyze, not as freeze, effect must be removed when damaged.
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if (Core.AOS)
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{
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defender.Paralyze(duration);
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}
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else
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{
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defender.Freeze(duration);
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}
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BeginImmunity(defender, duration + FreezeDelayDuration);
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}
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public static bool IsImmune(Mobile m) => _table.ContainsKey(m);
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public static void BeginImmunity(Mobile m, TimeSpan duration)
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{
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EndImmunity(m);
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Timer.StartTimer(duration, () => EndImmunity(m), out var timerToken);
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_table[m] = timerToken;
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}
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public static void EndImmunity(Mobile m)
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{
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if (_table.Remove(m, out var timerToken))
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{
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timerToken.Cancel();
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}
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}
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}
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}
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