ModernUO/Scripts/Misc/RegenRates.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

217 lines
No EOL
6.2 KiB
C#

using System;
using Server;
using Server.Items;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;
using Server.Mobiles;
namespace Server.Misc
{
public class RegenRates
{
[CallPriority( 10 )]
public static void Configure()
{
Mobile.DefaultHitsRate = TimeSpan.FromSeconds( 11.0 );
Mobile.DefaultStamRate = TimeSpan.FromSeconds( 7.0 );
Mobile.DefaultManaRate = TimeSpan.FromSeconds( 7.0 );
Mobile.ManaRegenRateHandler = new RegenRateHandler( Mobile_ManaRegenRate );
if ( Core.AOS )
{
Mobile.StamRegenRateHandler = new RegenRateHandler( Mobile_StamRegenRate );
Mobile.HitsRegenRateHandler = new RegenRateHandler( Mobile_HitsRegenRate );
}
}
private static void CheckBonusSkill( Mobile m, int cur, int max, SkillName skill )
{
if ( !m.Alive )
return;
double n = (double)cur / max;
double v = Math.Sqrt( m.Skills[skill].Value * 0.005 );
n *= (1.0 - v);
n += v;
m.CheckSkill( skill, n );
}
private static bool CheckTransform( Mobile m, Type type )
{
return TransformationSpellHelper.UnderTransformation( m, type );
}
private static bool CheckAnimal( Mobile m, Type type )
{
return AnimalForm.UnderTransformation( m, type );
}
private static TimeSpan Mobile_HitsRegenRate( Mobile from )
{
int points = AosAttributes.GetValue( from, AosAttribute.RegenHits );
if ( from is BaseCreature && !((BaseCreature)from).IsAnimatedDead )
points += 4;
if ( (from is BaseCreature && ((BaseCreature)from).IsParagon) || from is Leviathan )
points += 40;
if ( CheckTransform( from, typeof( HorrificBeastSpell ) ) )
points += 20;
if ( CheckAnimal( from, typeof( Dog ) ) || CheckAnimal( from, typeof( Cat ) ) )
points += from.Skills[SkillName.Ninjitsu].Fixed / 300;
//TODO: What's the new increased rate?
if( Core.ML && from.Race == Race.Human ) //Is this affected by the cap?
points += 2;
if ( points < 0 )
points = 0;
if( Core.ML && from is PlayerMobile ) //does racial bonus go before/after?
points = Math.Min ( points, 18 );
return TimeSpan.FromSeconds( 1.0 / (0.1 * (1 + points)) );
}
private static TimeSpan Mobile_StamRegenRate( Mobile from )
{
if ( from.Skills == null )
return Mobile.DefaultStamRate;
CheckBonusSkill( from, from.Stam, from.StamMax, SkillName.Focus );
int points =(int)(from.Skills[SkillName.Focus].Value * 0.1);
if( (from is BaseCreature && ((BaseCreature)from).IsParagon) || from is Leviathan )
points += 40;
int cappedPoints = AosAttributes.GetValue( from, AosAttribute.RegenStam );
if ( CheckTransform( from, typeof( VampiricEmbraceSpell ) ) )
cappedPoints += 15;
if ( CheckAnimal( from, typeof( Kirin ) ) )
cappedPoints += 20;
if( Core.ML && from is PlayerMobile )
cappedPoints = Math.Min( cappedPoints, 24 );
points += cappedPoints;
if ( points < -1 )
points = -1;
return TimeSpan.FromSeconds( 1.0 / (0.1 * (2 + points)) );
}
private static TimeSpan Mobile_ManaRegenRate( Mobile from )
{
if ( from.Skills == null )
return Mobile.DefaultManaRate;
if ( !from.Meditating )
CheckBonusSkill( from, from.Mana, from.ManaMax, SkillName.Meditation );
double rate;
double armorPenalty = GetArmorOffset( from );
if ( Core.AOS )
{
double medPoints = from.Int + (from.Skills[SkillName.Meditation].Value * 3);
medPoints *= ( from.Skills[SkillName.Meditation].Value < 100.0 ) ? 0.025 : 0.0275;
CheckBonusSkill( from, from.Mana, from.ManaMax, SkillName.Focus );
double focusPoints = (int)(from.Skills[SkillName.Focus].Value * 0.05);
if ( armorPenalty > 0 )
medPoints = 0; // In AOS, wearing any meditation-blocking armor completely removes meditation bonus
double totalPoints = focusPoints + medPoints + (from.Meditating ? (medPoints > 13.0 ? 13.0 : medPoints) : 0.0);
if( (from is BaseCreature && ((BaseCreature)from).IsParagon) || from is Leviathan )
totalPoints += 40;
int cappedPoints = AosAttributes.GetValue( from, AosAttribute.RegenMana );
if ( CheckTransform( from, typeof( VampiricEmbraceSpell ) ) )
cappedPoints += 3;
else if ( CheckTransform( from, typeof( LichFormSpell ) ) )
cappedPoints += 13;
if( Core.ML && from is PlayerMobile )
cappedPoints = Math.Min( cappedPoints, 18 );
totalPoints += cappedPoints;
if ( totalPoints < -1 )
totalPoints = -1;
rate = 1.0 / (0.1 * (2 + (int)totalPoints));
}
else
{
double medPoints = (from.Int + from.Skills[SkillName.Meditation].Value) * 0.5;
if ( medPoints <= 0 )
rate = 7.0;
else if ( medPoints <= 100 )
rate = 7.0 - (239*medPoints/2400) + (19*medPoints*medPoints/48000);
else if ( medPoints < 120 )
rate = 1.0;
else
rate = 0.75;
rate += armorPenalty;
if ( from.Meditating )
rate *= 0.5;
if ( rate < 0.5 )
rate = 0.5;
else if ( rate > 7.0 )
rate = 7.0;
}
return TimeSpan.FromSeconds( rate );
}
public static double GetArmorOffset( Mobile from )
{
double rating = 0.0;
if ( !Core.AOS )
rating += GetArmorMeditationValue( from.ShieldArmor as BaseArmor );
rating += GetArmorMeditationValue( from.NeckArmor as BaseArmor );
rating += GetArmorMeditationValue( from.HandArmor as BaseArmor );
rating += GetArmorMeditationValue( from.HeadArmor as BaseArmor );
rating += GetArmorMeditationValue( from.ArmsArmor as BaseArmor );
rating += GetArmorMeditationValue( from.LegsArmor as BaseArmor );
rating += GetArmorMeditationValue( from.ChestArmor as BaseArmor );
return rating / 4;
}
private static double GetArmorMeditationValue( BaseArmor ar )
{
if ( ar == null || ar.ArmorAttributes.MageArmor != 0 || ar.Attributes.SpellChanneling != 0 )
return 0.0;
switch ( ar.MeditationAllowance )
{
default:
case ArmorMeditationAllowance.None: return ar.BaseArmorRatingScaled;
case ArmorMeditationAllowance.Half: return ar.BaseArmorRatingScaled / 2.0;
case ArmorMeditationAllowance.All: return 0.0;
}
}
}
}