ModernUO/Projects/Scripts/Items/Weapons/Abilities/TalonStrike.cs
2019-08-02 18:16:11 -07:00

98 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Items
{
/// <summary>
/// Attack with increased damage with additional damage over time.
/// </summary>
public class TalonStrike : WeaponAbility
{
private static HashSet<Mobile> m_Table = new HashSet<Mobile>();
public override int BaseMana => 30;
public override double DamageScalar => 1.2;
public override bool CheckSkills(Mobile from)
{
if (GetSkill(from, SkillName.Ninjitsu) < 50.0)
{
from.SendLocalizedMessage(1063352,
"50"); // You need ~1_SKILL_REQUIREMENT~ Ninjitsu skill to perform that attack!
return false;
}
return base.CheckSkills(from);
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (m_Table.Contains(defender) || !Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage(1063358); // You deliver a talon strike!
defender.SendLocalizedMessage(1063359); // Your attacker delivers a talon strike!
defender.FixedParticles(0x373A, 1, 17, 0x26BC, 0x662, 0, EffectLayer.Waist);
InternalTimer timer = new InternalTimer(defender,
(int)(10.0 * (attacker.Skills.Ninjitsu.Value - 50.0) / 70.0 + 5)); //5 - 15 damage
timer.Start();
m_Table.Add(defender);
}
private class InternalTimer : Timer
{
private readonly double DamagePerTick;
private double m_DamageRemaining;
private double m_DamageToDo;
private Mobile m_Defender;
public InternalTimer(Mobile defender, int totalDamage)
: base(TimeSpan.Zero, TimeSpan.FromSeconds(0.25),
12) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each.
{
m_Defender = defender;
m_DamageRemaining = totalDamage;
Priority = TimerPriority.TwentyFiveMS;
DamagePerTick = (double)totalDamage / 12 + .01;
}
protected override void OnTick()
{
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
m_Table.Remove(m_Defender);
return;
}
m_DamageRemaining -= DamagePerTick;
m_DamageToDo += DamagePerTick;
if (m_DamageRemaining <= 0 && m_DamageToDo < 1)
m_DamageToDo = 1.0; //Confirm this 'round up' at the end
int damage = (int)m_DamageToDo;
if (damage > 0)
{
//m_Defender.Damage( damage, m_Attacker, false );
m_Defender.Hits -= damage; //Don't show damage, don't disrupt
m_DamageToDo -= damage;
}
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
m_Table.Remove(m_Defender);
}
}
}
}
}