ModernUO/Scripts/Items/Weapons/Abilities/BleedAttack.cs
2006-06-15 04:14:30 +00:00

133 lines
No EOL
3.4 KiB
C#

using System;
using System.Collections;
using Server.Mobiles;
using Server.Spells.Necromancy;
using Server.Network;
namespace Server.Items
{
/// <summary>
/// Make your opponent bleed profusely with this wicked use of your weapon.
/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
/// </summary>
public class BleedAttack : WeaponAbility
{
public BleedAttack()
{
}
public override int BaseMana{ get{ return 30; } }
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
ClearCurrentAbility( attacker );
// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
TransformContext context = TransformationSpell.GetContext( defender );
if ( (context != null && ( context.Type == typeof( LichFormSpell ) || context.Type == typeof( WraithFormSpell ))) ||
(defender is BaseCreature && ((BaseCreature)defender).BleedImmune) )
{
attacker.SendLocalizedMessage( 1062052 ); // Your target is not affected by the bleed attack!
return;
}
attacker.SendLocalizedMessage( 1060159 ); // Your target is bleeding!
defender.SendLocalizedMessage( 1060160 ); // You are bleeding!
if ( defender is PlayerMobile )
{
defender.LocalOverheadMessage( MessageType.Regular, 0x21, 1060757 ); // You are bleeding profusely
defender.NonlocalOverheadMessage( MessageType.Regular, 0x21, 1060758, defender.Name ); // ~1_NAME~ is bleeding profusely
}
defender.PlaySound( 0x133 );
defender.FixedParticles( 0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist );
BeginBleed( defender, attacker );
}
private static Hashtable m_Table = new Hashtable();
public static bool IsBleeding( Mobile m )
{
return m_Table.Contains( m );
}
public static void BeginBleed( Mobile m, Mobile from )
{
Timer t = (Timer)m_Table[m];
if ( t != null )
t.Stop();
t = new InternalTimer( from, m );
m_Table[m] = t;
t.Start();
}
public static void DoBleed( Mobile m, Mobile from, int level )
{
if ( m.Alive )
{
int damage = Utility.RandomMinMax( level, level * 2 );
if ( !m.Player )
damage *= 2;
m.PlaySound( 0x133 );
m.Damage( damage, from );
Blood blood = new Blood();
blood.ItemID = Utility.Random( 0x122A, 5 );
blood.MoveToWorld( m.Location, m.Map );
}
else
{
EndBleed( m, false );
}
}
public static void EndBleed( Mobile m, bool message )
{
Timer t = (Timer)m_Table[m];
if ( t == null )
return;
t.Stop();
m_Table.Remove( m );
m.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
}
private class InternalTimer : Timer
{
private Mobile m_From;
private Mobile m_Mobile;
private int m_Count;
public InternalTimer( Mobile from, Mobile m ) : base( TimeSpan.FromSeconds( 2.0 ), TimeSpan.FromSeconds( 2.0 ) )
{
m_From = from;
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
DoBleed( m_Mobile, m_From, 5 - m_Count );
if ( ++m_Count == 5 )
EndBleed( m_Mobile, true );
}
}
}
}