105 lines
2.8 KiB
C#
105 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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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 CounterAttack : SamuraiSpell
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{
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private static readonly SpellInfo m_Info = new SpellInfo(
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"CounterAttack",
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null,
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-1,
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9002
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);
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private static readonly Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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public CounterAttack(Mobile caster, Item scroll) : base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
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public override double RequiredSkill => 40.0;
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public override int RequiredMana => 5;
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public override bool CheckCast()
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{
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if (!base.CheckCast())
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return false;
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if (Caster.FindItemOnLayer(Layer.TwoHanded) is BaseShield)
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return true;
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if (Caster.FindItemOnLayer(Layer.OneHanded) is BaseWeapon)
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return true;
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if (Caster.FindItemOnLayer(Layer.TwoHanded) is BaseWeapon)
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return true;
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Caster.SendLocalizedMessage(1062944); // You must have a weapon or a shield equipped to use this ability!
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return false;
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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(1063118); // You prepare to respond immediately to the next blocked blow.
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OnCastSuccessful(Caster);
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StartCountering(Caster);
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}
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FinishSequence();
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}
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public static bool IsCountering(Mobile m) => m_Table.ContainsKey(m);
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public static void StartCountering(Mobile m)
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{
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m_Table.TryGetValue(m, out var timer);
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timer?.Stop();
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m_Table[m] = timer = new InternalTimer(m);
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timer.Start();
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}
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public static void StopCountering(Mobile m)
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{
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if (m_Table.Remove(m, out var timer))
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{
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timer.Stop();
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}
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OnEffectEnd(m, typeof(CounterAttack));
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}
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private class InternalTimer : Timer
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{
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private readonly Mobile m_Mobile;
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public InternalTimer(Mobile m) : base(TimeSpan.FromSeconds(30.0))
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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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StopCountering(m_Mobile);
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m_Mobile.SendLocalizedMessage(1063119); // You return to your normal stance.
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}
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}
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}
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}
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