ModernUO/Scripts/Spells/Bushido/Confidence.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

159 lines
No EOL
3.2 KiB
C#

using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
namespace Server.Spells.Bushido
{
public class Confidence : SamuraiSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Confidence", null,
-1,
9002
);
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.25 ); } }
public override double RequiredSkill{ get{ return 25.0; } }
public override int RequiredMana{ get{ return 10; } }
public Confidence( 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( 1063115 ); // You exude confidence.
Caster.FixedParticles( 0x375A, 1, 17, 0x7DA, 0x960, 0x3, EffectLayer.Waist );
Caster.PlaySound( 0x51A );
OnCastSuccessful( Caster );
BeginConfidence( Caster );
BeginRegenerating( Caster );
}
FinishSequence();
}
private static Hashtable m_Table = new Hashtable();
public static bool IsConfident( Mobile m )
{
return m_Table.Contains( m );
}
public static void BeginConfidence( Mobile m )
{
Timer t = (Timer)m_Table[m];
if ( t != null )
t.Stop();
t = new InternalTimer( m );
m_Table[m] = t;
t.Start();
}
public static void EndConfidence( Mobile m )
{
Timer t = (Timer)m_Table[m];
if ( t != null )
t.Stop();
m_Table.Remove( m );
OnEffectEnd( m, typeof( Confidence ) );
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer( Mobile m ) : base( TimeSpan.FromSeconds( 15.0 ) )
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndConfidence( m_Mobile );
m_Mobile.SendLocalizedMessage( 1063116 ); // Your confidence wanes.
}
}
private static Hashtable m_RegenTable = new Hashtable();
public static bool IsRegenerating( Mobile m )
{
return m_RegenTable.Contains( m );
}
public static void BeginRegenerating( Mobile m )
{
Timer t = (Timer)m_RegenTable[m];
if ( t != null )
t.Stop();
t = new RegenTimer( m );
m_RegenTable[m] = t;
t.Start();
}
public static void StopRegenerating( Mobile m )
{
Timer t = (Timer)m_RegenTable[m];
if ( t != null )
t.Stop();
m_RegenTable.Remove( m );
}
private class RegenTimer : Timer
{
private Mobile m_Mobile;
private int m_Ticks;
private int m_Hits;
public RegenTimer( Mobile m ) : base( TimeSpan.FromSeconds( 1.0 ), TimeSpan.FromSeconds( 1.0 ) )
{
m_Mobile = m;
m_Hits = 15 + (m.Skills.Bushido.Fixed * m.Skills.Bushido.Fixed / 57600);
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
++m_Ticks;
if ( m_Ticks >= 5 )
{
m_Mobile.Hits += (m_Hits - (m_Hits * 4 / 5));
StopRegenerating( m_Mobile );
}
m_Mobile.Hits += (m_Hits / 5);
}
}
}
}