ModernUO/Scripts/Spells/Bushido/Evasion.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

207 lines
5.2 KiB
C#

using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Spells.Bushido
{
public class Evasion : SamuraiSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Evasion", null,
-1,
9002
);
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.25 ); } }
public override double RequiredSkill { get { return 60.0; } }
public override int RequiredMana { get { return 10; } }
public override bool CheckCast()
{
if( VerifyCast( Caster, true ) )
return base.CheckCast();
return false;
}
public static bool VerifyCast( Mobile Caster, bool messages )
{
if( Caster == null ) //sanity
return false;
if( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseShield != null )
return true;
//Intentional having a Shield check override all.
BaseWeapon weap = Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
if( weap == null )
weap = Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
if( weap != null )
{
if( Core.ML && Caster.Skills[weap.Skill].Base < 50 )
{
//UBW and Mage weapon have no bearing on this, nor do skill items and such.
if( messages )
Caster.SendLocalizedMessage( 1076206 ); // Your skill with your equipped weapon must be 50 or higher to use Evasion.
return false;
}
return true;
}
if( messages )
Caster.SendLocalizedMessage( 1062944 ); // You must have a weapon or a shield equipped to use this ability!
return false;
}
public static bool CheckSpellEvasion( Mobile defender )
{
if( IsEvading( defender ) && VerifyCast( defender, false ) && BaseWeapon.CheckParry( defender ) ) //As per OSI, uses the exact same parry code
{
defender.Emote( "*evades*" ); //Yes. Eew. Blame OSI.
defender.FixedEffect( 0x37B9, 10, 16 );
return true;
}
return false;
}
public Evasion( Mobile caster, Item scroll )
: base( caster, scroll, m_Info )
{
}
public override void OnBeginCast()
{
base.OnBeginCast();
Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
}
public override void OnCast()
{
if( CheckSequence() )
{
Caster.SendLocalizedMessage( 1063120 ); // You feel that you might be able to deflect any attack!
Caster.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist );
Caster.PlaySound( 0x51B );
OnCastSuccessful( Caster );
BeginEvasion( Caster );
}
FinishSequence();
}
private static Hashtable m_Table = new Hashtable();
public static bool IsEvading( Mobile m )
{
return m_Table.Contains( m );
}
public static TimeSpan GetEvadeDuration( Mobile m )
{
/* Evasion duration now scales with Bushido skill
*
* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
* Evasion duration range:
* o 3-6 seconds w/o tactics/anatomy
* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
*/
if( !Core.ML )
return TimeSpan.FromSeconds( 8.0 );
double seconds = 3;
if( m.Skills.Bushido.Value > 60 )
seconds += (m.Skills.Bushido.Value - 60) / 20;
if( m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0 ) //Bushido being HIGHER than 100 for bonus is intended
seconds++;
return TimeSpan.FromSeconds( (int)seconds );
}
public static double GetParryScalar( Mobile m )
{
/* Evasion modifier to parry now scales with Bushido skill
*
* If the player has higher than GM Bushido, and at least GM Tactics and Anatomy, they get a bonus to their evasion modifier (10% bonus to the evasion modifier to parry NOT 10% to the final parry chance)
*
* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
* o 16-40% bonus w/o tactics/anatomy
* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
*/
if( !Core.ML )
return 1.5;
double bonus = 80;
if( m.Skills.Bushido.Value > 60 )
bonus += m.Skills.Bushido.Value;
if( m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100 ) //Bushido being HIGHER than 100 for bonus is intended
bonus += 50;
return 1.0 + bonus/500;
}
public static void BeginEvasion( Mobile m )
{
Timer t = (Timer)m_Table[m];
if( t != null )
t.Stop();
t = new InternalTimer( m, GetEvadeDuration( m ) );
m_Table[m] = t;
t.Start();
}
public static void EndEvasion( Mobile m )
{
Timer t = (Timer)m_Table[m];
if( t != null )
t.Stop();
m_Table.Remove( m );
OnEffectEnd( m, typeof( Evasion ) );
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer( Mobile m, TimeSpan delay )
: base( delay )
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndEvasion( m_Mobile );
m_Mobile.SendLocalizedMessage( 1063121 ); // You no longer feel that you could deflect any attack.
}
}
}
}