ModernUO/Scripts/Spells/Spellweaving/ArcanistSpell.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

144 lines
No EOL
3.4 KiB
C#

using System;
using System.Text;
using Server.Items;
using Server.Mobiles;
namespace Server.Spells.Spellweaving
{
public abstract class ArcanistSpell : Spell
{
public abstract double RequiredSkill { get; }
public abstract int RequiredMana { get; }
public override SkillName CastSkill { get { return SkillName.Spellweaving; } }
public override SkillName DamageSkill { get { return SkillName.Spellweaving; } }
public override bool ClearHandsOnCast { get { return false; } }
private int m_CastTimeFocusLevel;
public ArcanistSpell( Mobile caster, Item scroll, SpellInfo info )
: base( caster, scroll, info )
{
}
public virtual int FocusLevel
{
get { return m_CastTimeFocusLevel; }
}
public static int GetFocusLevel( Mobile from )
{
ArcaneFocus focus = FindArcaneFocus( from );
if( focus == null || focus.Deleted )
return 0;
return focus.StrengthBonus;
}
public static ArcaneFocus FindArcaneFocus( Mobile from )
{
if( from == null || from.Backpack == null )
return null;
return from.Backpack.FindItemByType<ArcaneFocus>();
}
public static bool CheckExpansion( Mobile from )
{
if( !(from is PlayerMobile) )
return true;
if( from.NetState == null )
return false;
return from.NetState.SupportsExpansion( Expansion.ML );
}
public override bool CheckCast()
{
if( !base.CheckCast() )
return false;
if( !CheckExpansion( Caster ) )
{
Caster.SendLocalizedMessage( 1072176 ); // You must upgrade to the Mondain's Legacy Expansion Pack before using that ability
return false;
}
//TODO: Spellweaving quest completion
int mana = ScaleMana( RequiredMana );
if( Caster.Mana < mana )
{
Caster.SendLocalizedMessage( 1060174, mana.ToString() ); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
return false;
}
else if( Caster.Skills[CastSkill].Value < RequiredSkill )
{
Caster.SendLocalizedMessage( 1063013, String.Format( "{0}\t{1}", RequiredSkill.ToString( "F1" ), "#1044114" ) ); // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
return false;
}
return true;
}
public override void GetCastSkills( out double min, out double max )
{
min = RequiredSkill - 12.5; //per 5 on friday, 2/16/07
max = RequiredSkill + 37.5;
}
public override int GetMana()
{
return RequiredMana;
}
public override void DoFizzle()
{
Caster.PlaySound( 0x1D6 );
Caster.NextSpellTime = DateTime.Now;
}
public override void DoHurtFizzle()
{
Caster.PlaySound( 0x1D6 );
}
public override void OnDisturb( DisturbType type, bool message )
{
base.OnDisturb( type, message );
if( message )
Caster.PlaySound( 0x1D6 );
}
public override void OnBeginCast()
{
base.OnBeginCast();
SendCastEffect();
m_CastTimeFocusLevel = GetFocusLevel( Caster );
}
public virtual void SendCastEffect()
{
Caster.FixedEffect( 0x37C4, 10, (int)(GetCastDelay().TotalSeconds * 28), 4, 3 );
}
public virtual bool CheckResisted( Mobile m )
{
double percent = (50 + 2*(GetResistSkill( m ) - GetDamageSkill( m )))/100; //TODO: According to the guide this is it.. but.. is it correct per OSI?
if( percent <= 0 )
return false;
if( percent >= 1.0 )
return true;
return (percent >= Utility.RandomDouble());
}
}
}