160 lines
No EOL
4.3 KiB
C#
160 lines
No EOL
4.3 KiB
C#
using System;
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using System.Collections;
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using Server.Spells;
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namespace Server.Items
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{
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/// <summary>
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/// A quick attack to all enemies in range of your weapon that causes damage over time. Requires Bushido or Ninjitsu skill.
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/// </summary>
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public class FrenziedWhirlwind : WeaponAbility
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{
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public override int BaseMana => 30;
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public static Hashtable Registry{ get; } = new Hashtable();
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public override bool CheckSkills(Mobile from)
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{
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if (GetSkill(from, SkillName.Ninjitsu) < 50.0 && GetSkill(from, SkillName.Bushido) < 50.0)
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{
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from.SendLocalizedMessage(1063347,
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"50"); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
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return false;
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}
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return base.CheckSkills(from);
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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)) //Mana check after check that there are targets
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return;
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ClearCurrentAbility(attacker);
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Map map = attacker.Map;
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if (map == null)
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return;
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if (!(attacker.Weapon is BaseWeapon weapon))
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return;
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ArrayList list = new ArrayList();
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foreach (Mobile m in attacker.GetMobilesInRange(1))
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list.Add(m);
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ArrayList targets = new ArrayList();
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for (int i = 0; i < list.Count; ++i)
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{
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Mobile m = (Mobile)list[i];
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if (m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m))
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{
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if (m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee(m) ||
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!attacker.CanBeHarmful(m))
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continue;
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if (!attacker.InRange(m, weapon.MaxRange))
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continue;
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if (attacker.InLOS(m))
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targets.Add(m);
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}
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}
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if (targets.Count > 0)
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{
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if (!CheckMana(attacker, true))
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return;
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attacker.FixedEffect(0x3728, 10, 15);
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attacker.PlaySound(0x2A1);
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// 5-15 damage
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int amount = (int)(10.0 * ((Math.Max(attacker.Skills[SkillName.Bushido].Value,
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attacker.Skills[SkillName.Ninjitsu].Value) - 50.0) / 70.0 + 5));
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile m = (Mobile)targets[i];
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attacker.DoHarmful(m, true);
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if (Registry[m] is Timer t)
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{
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t.Stop();
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Registry.Remove(m);
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}
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t = new InternalTimer(attacker, m, amount);
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t.Start();
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Registry.Add(m, t);
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}
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), new TimerStateCallback(RepeatEffect), attacker);
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}
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}
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private void RepeatEffect(object state)
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{
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Mobile attacker = (Mobile)state;
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attacker.FixedEffect(0x3728, 10, 15);
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attacker.PlaySound(0x2A1);
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}
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private class InternalTimer : Timer
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{
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private readonly double DamagePerTick;
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private Mobile m_Attacker;
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private double m_DamageRemaining;
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private double m_DamageToDo;
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private Mobile m_Defender;
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public InternalTimer(Mobile attacker, Mobile defender, int totalDamage)
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: base(TimeSpan.Zero, TimeSpan.FromSeconds(0.25),
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12) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each.
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{
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m_Attacker = attacker;
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m_Defender = defender;
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m_DamageRemaining = totalDamage;
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DamagePerTick = (double)totalDamage / 12 + 0.01;
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Priority = TimerPriority.TwentyFiveMS;
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}
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protected override void OnTick()
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{
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if (!m_Defender.Alive || m_DamageRemaining <= 0)
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{
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Stop();
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Registry.Remove(m_Defender);
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return;
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}
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m_DamageRemaining -= DamagePerTick;
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m_DamageToDo += DamagePerTick;
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if (m_DamageRemaining <= 0 && m_DamageToDo < 1)
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m_DamageToDo = 1.0; //Confirm this 'round up' at the end
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int damage = (int)m_DamageToDo;
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if (damage > 0)
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{
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m_Defender.Damage(damage, m_Attacker);
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m_DamageToDo -= damage;
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}
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if (!m_Defender.Alive || m_DamageRemaining <= 0)
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{
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Stop();
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Registry.Remove(m_Defender);
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}
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}
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}
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}
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} |