ModernUO/Scripts/Spells/Ninjitsu/DeathStrike.cs
2018-09-14 08:41:38 -07:00

169 lines
4.8 KiB
C#

using System;
using System.Collections;
using Server.Items;
using Server.SkillHandlers;
namespace Server.Spells.Ninjitsu
{
public class DeathStrike : NinjaMove
{
public DeathStrike()
{
}
public override int BaseMana => 30;
public override double RequiredSkill => 85.0;
public override TextDefinition AbilityMessage => new TextDefinition( 1063091 ); // You prepare to hit your opponent with a Death Strike.
public override double GetDamageScalar( Mobile attacker, Mobile defender )
{
return 0.5;
}
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
ClearCurrentMove( attacker );
double ninjitsu = attacker.Skills[SkillName.Ninjitsu].Value;
double chance;
bool isRanged = false; // should be defined onHit method, what if the player hit and remove the weapon before process? ;)
if ( attacker.Weapon is BaseRanged )
isRanged = true;
if ( ninjitsu < 100 ) //This formula is an approximation from OSI data. TODO: find correct formula
chance = 30 + (ninjitsu - 85) * 2.2;
else
chance = 63 + (ninjitsu - 100) * 1.1;
if ( (chance / 100) < Utility.RandomDouble() )
{
attacker.SendLocalizedMessage( 1070779 ); // You missed your opponent with a Death Strike.
return;
}
DeathStrikeInfo info;
int damageBonus = 0;
if ( m_Table.Contains( defender ) )
{
defender.SendLocalizedMessage( 1063092 ); // Your opponent lands another Death Strike!
info = (DeathStrikeInfo)m_Table[defender];
if ( info.m_Steps > 0 )
damageBonus = attacker.Skills[SkillName.Ninjitsu].Fixed / 150;
if ( info.m_Timer != null )
info.m_Timer.Stop();
m_Table.Remove( defender );
}
else
{
defender.SendLocalizedMessage( 1063093 ); // You have been hit by a Death Strike! Move with caution!
}
attacker.SendLocalizedMessage( 1063094 ); // You inflict a Death Strike upon your opponent!
defender.FixedParticles( 0x374A, 1, 17, 0x26BC, EffectLayer.Waist );
attacker.PlaySound( attacker.Female ? 0x50D : 0x50E );
info = new DeathStrikeInfo( defender, attacker, damageBonus, isRanged );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerStateCallback( ProcessDeathStrike ), defender );
m_Table[defender] = info;
CheckGain( attacker );
}
private static Hashtable m_Table = new Hashtable();
private class DeathStrikeInfo
{
public Mobile m_Target;
public Mobile m_Attacker;
public int m_Steps;
public int m_DamageBonus;
public Timer m_Timer;
public bool m_isRanged;
public DeathStrikeInfo( Mobile target, Mobile attacker, int damageBonus, bool isRanged )
{
m_Target = target;
m_Attacker = attacker;
m_DamageBonus = damageBonus;
m_isRanged = isRanged;
}
}
public static void AddStep( Mobile m )
{
DeathStrikeInfo info = m_Table[m] as DeathStrikeInfo;
if ( info == null )
return;
if ( ++info.m_Steps >= 5 )
ProcessDeathStrike( m );
}
private static void ProcessDeathStrike( object state )
{
Mobile defender = (Mobile)state;
DeathStrikeInfo info = m_Table[defender] as DeathStrikeInfo;
if ( info == null ) //sanity
return;
int maxDamage, damage = 0;
double ninjitsu = info.m_Attacker.Skills[SkillName.Ninjitsu].Value;
double stalkingBonus = Tracking.GetStalkingBonus( info.m_Attacker, info.m_Target );
if ( Core.ML )
{
double scalar = ( info.m_Attacker.Skills[SkillName.Hiding].Value + info.m_Attacker.Skills[SkillName.Stealth].Value ) / 220;
if ( scalar > 1 )
scalar = 1;
// New formula doesn't apply DamageBonus anymore, caps must be, directly, 60/30.
if ( info.m_Steps >= 5 )
damage = (int)Math.Floor( Math.Min( 60, ( ninjitsu / 3 ) * ( 0.3 + 0.7 * scalar ) + stalkingBonus ) );
else
damage = (int)Math.Floor( Math.Min( 30, ( ninjitsu / 9 ) * ( 0.3 + 0.7 * scalar ) + stalkingBonus ) );
if ( info.m_isRanged )
damage /= 2;
}
else
{
int divisor = (info.m_Steps >= 5) ? 30 : 80;
double baseDamage = ninjitsu / divisor * 10;
maxDamage = (info.m_Steps >= 5) ? 62 : 22; // DamageBonus is 8 at most. That brings the cap up to 70/30.
damage = Math.Max( 0, Math.Min( maxDamage, (int)( baseDamage + stalkingBonus ) ) ) + info.m_DamageBonus;
}
if ( Core.ML )
info.m_Target.Damage( damage, info.m_Attacker ); // Damage is direct.
else
AOS.Damage( info.m_Target, info.m_Attacker, damage, true, 100, 0, 0, 0, 0, 0, 0, false, false, true ); // Damage is physical.
if ( info.m_Timer != null )
info.m_Timer.Stop();
m_Table.Remove( info.m_Target );
}
}
}