#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
This commit is contained in:
parent
b51c58f514
commit
3045c83799
3512 changed files with 627673 additions and 0 deletions
159
Scripts/Spells/Bushido/Confidence.cs
Normal file
159
Scripts/Spells/Bushido/Confidence.cs
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
116
Scripts/Spells/Bushido/CounterAttack.cs
Normal file
116
Scripts/Spells/Bushido/CounterAttack.cs
Normal file
|
|
@ -0,0 +1,116 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class CounterAttack : SamuraiSpell
|
||||
{
|
||||
private static SpellInfo m_Info = new SpellInfo(
|
||||
"CounterAttack", null,
|
||||
-1,
|
||||
9002
|
||||
);
|
||||
|
||||
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.25 ); } }
|
||||
|
||||
public override double RequiredSkill{ get{ return 40.0; } }
|
||||
public override int RequiredMana{ get{ return 5; } }
|
||||
|
||||
public override bool CheckCast()
|
||||
{
|
||||
if ( !base.CheckCast() )
|
||||
return false;
|
||||
|
||||
if ( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseShield != null )
|
||||
return true;
|
||||
|
||||
if ( Caster.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon != null )
|
||||
return true;
|
||||
|
||||
if ( Caster.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon != null )
|
||||
return true;
|
||||
|
||||
Caster.SendLocalizedMessage( 1062944 ); // You must have a weapon or a shield equipped to use this ability!
|
||||
return false;
|
||||
}
|
||||
|
||||
public CounterAttack( 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( 1063118 ); // You prepare to respond immediately to the next blocked blow.
|
||||
|
||||
OnCastSuccessful( Caster );
|
||||
|
||||
StartCountering( Caster );
|
||||
}
|
||||
|
||||
FinishSequence();
|
||||
}
|
||||
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
|
||||
public static bool IsCountering( Mobile m )
|
||||
{
|
||||
return m_Table.Contains( m );
|
||||
}
|
||||
|
||||
public static void StartCountering( 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 StopCountering( Mobile m )
|
||||
{
|
||||
Timer t = (Timer)m_Table[m];
|
||||
|
||||
if ( t != null )
|
||||
t.Stop();
|
||||
|
||||
m_Table.Remove( m );
|
||||
|
||||
OnEffectEnd( m, typeof( CounterAttack ) );
|
||||
}
|
||||
|
||||
private class InternalTimer : Timer
|
||||
{
|
||||
private Mobile m_Mobile;
|
||||
|
||||
public InternalTimer( Mobile m ) : base( TimeSpan.FromSeconds( 30.0 ) )
|
||||
{
|
||||
m_Mobile = m;
|
||||
Priority = TimerPriority.TwoFiftyMS;
|
||||
}
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
StopCountering( m_Mobile );
|
||||
m_Mobile.SendLocalizedMessage( 1063119 ); // You return to your normal stance.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
228
Scripts/Spells/Bushido/Evasion.cs
Normal file
228
Scripts/Spells/Bushido/Evasion.cs
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Spells;
|
||||
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;
|
||||
|
||||
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 ) {
|
||||
if ( messages ) {
|
||||
Caster.SendLocalizedMessage( 1076206 ); // Your skill with your equipped weapon must be 50 or higher to use Evasion.
|
||||
}
|
||||
return false;
|
||||
}
|
||||
} else if ( !( Caster.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
|
||||
if ( messages ) {
|
||||
Caster.SendLocalizedMessage( 1062944 ); // You must have a weapon or a shield equipped to use this ability!
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( !Caster.CanBeginAction( typeof( Evasion ) ) ) {
|
||||
if ( messages ) {
|
||||
Caster.SendLocalizedMessage( 501789 ); // You must wait before trying again.
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool CheckSpellEvasion( Mobile defender )
|
||||
{
|
||||
BaseWeapon weap = defender.FindItemOnLayer( Layer.OneHanded ) as BaseWeapon;
|
||||
|
||||
if ( weap == null )
|
||||
weap = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseWeapon;
|
||||
|
||||
if ( Core.ML ) {
|
||||
if ( defender.Spell != null && defender.Spell.IsCasting ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( weap != null ) {
|
||||
if ( defender.Skills[weap.Skill].Base < 50 ) {
|
||||
return false;
|
||||
}
|
||||
} else if ( !( defender.FindItemOnLayer( Layer.TwoHanded ) is BaseShield ) ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ( IsEvading( defender ) && BaseWeapon.CheckParry( defender ) ) {
|
||||
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 );
|
||||
|
||||
Caster.BeginAction( typeof( Evasion ) );
|
||||
Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), delegate { Caster.EndAction( typeof( Evasion ) ); } );
|
||||
}
|
||||
|
||||
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 = 0;
|
||||
|
||||
if( m.Skills.Bushido.Value >= 60 )
|
||||
bonus += ( ( ( m.Skills.Bushido.Value - 60 ) * .004 ) + 0.16 );
|
||||
|
||||
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 += 0.10;
|
||||
|
||||
return 1.0 + bonus;
|
||||
}
|
||||
|
||||
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.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
189
Scripts/Spells/Bushido/HonorableExecution.cs
Normal file
189
Scripts/Spells/Bushido/HonorableExecution.cs
Normal file
|
|
@ -0,0 +1,189 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class HonorableExecution : SamuraiMove
|
||||
{
|
||||
public HonorableExecution()
|
||||
{
|
||||
}
|
||||
|
||||
public override int BaseMana{ get{ return 0; } }
|
||||
public override double RequiredSkill{ get{ return 25.0; } }
|
||||
|
||||
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1063122 ); } } // You better kill your enemy with your next hit or you'll be rather sorry...
|
||||
|
||||
public override double GetDamageScalar( Mobile attacker, Mobile defender )
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
|
||||
// TODO: 20 -> Perfection
|
||||
return 1.0 + (bushido * 20) / 10000;
|
||||
}
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
|
||||
return;
|
||||
|
||||
ClearCurrentMove( attacker );
|
||||
|
||||
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
|
||||
|
||||
if ( info != null )
|
||||
{
|
||||
info.Clear();
|
||||
|
||||
if ( info.m_Timer != null )
|
||||
info.m_Timer.Stop();
|
||||
}
|
||||
|
||||
if ( !defender.Alive )
|
||||
{
|
||||
attacker.FixedParticles( 0x373A, 1, 17, 0x7E2, EffectLayer.Waist );
|
||||
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
|
||||
attacker.Hits += 20 + (int)((bushido * bushido) / 480.0);
|
||||
|
||||
int swingBonus = Math.Max( 1, (int)((bushido * bushido) / 720.0) );
|
||||
|
||||
info = new HonorableExecutionInfo( attacker, swingBonus );
|
||||
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), new TimerStateCallback( EndEffect ), info );
|
||||
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
else
|
||||
{
|
||||
ArrayList mods = new ArrayList();
|
||||
|
||||
mods.Add( new ResistanceMod( ResistanceType.Physical, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Fire, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Cold, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Poison, -40 ) );
|
||||
mods.Add( new ResistanceMod( ResistanceType.Energy, -40 ) );
|
||||
|
||||
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
|
||||
|
||||
if ( resSpells > 0.0 )
|
||||
mods.Add( new DefaultSkillMod( SkillName.MagicResist, true, -resSpells ) );
|
||||
|
||||
info = new HonorableExecutionInfo( attacker, mods );
|
||||
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), new TimerStateCallback( EndEffect ), info );
|
||||
|
||||
m_Table[attacker] = info;
|
||||
}
|
||||
|
||||
CheckGain( attacker );
|
||||
}
|
||||
|
||||
|
||||
private static Hashtable m_Table = new Hashtable();
|
||||
|
||||
public static int GetSwingBonus( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
if ( info == null )
|
||||
return 0;
|
||||
|
||||
return info.m_SwingBonus;
|
||||
}
|
||||
|
||||
public static bool IsUnderPenalty( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
if ( info == null )
|
||||
return false;
|
||||
|
||||
return info.m_Penalty;
|
||||
}
|
||||
|
||||
public static void RemovePenalty( Mobile target )
|
||||
{
|
||||
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
|
||||
|
||||
if ( info == null || !info.m_Penalty )
|
||||
return;
|
||||
|
||||
info.Clear();
|
||||
|
||||
if ( info.m_Timer != null )
|
||||
info.m_Timer.Stop();
|
||||
|
||||
m_Table.Remove( target );
|
||||
}
|
||||
|
||||
private class HonorableExecutionInfo
|
||||
{
|
||||
public Mobile m_Mobile;
|
||||
public int m_SwingBonus;
|
||||
public ArrayList m_Mods;
|
||||
public bool m_Penalty;
|
||||
public Timer m_Timer;
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, int swingBonus ) : this( from, swingBonus, null, false )
|
||||
{
|
||||
}
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, ArrayList mods ) : this( from, 0, mods, true )
|
||||
{
|
||||
}
|
||||
|
||||
public HonorableExecutionInfo( Mobile from, int swingBonus, ArrayList mods, bool penalty )
|
||||
{
|
||||
m_Mobile = from;
|
||||
m_SwingBonus = swingBonus;
|
||||
m_Mods = mods;
|
||||
m_Penalty = penalty;
|
||||
|
||||
Apply();
|
||||
}
|
||||
|
||||
public void Apply()
|
||||
{
|
||||
if ( m_Mods == null )
|
||||
return;
|
||||
|
||||
for ( int i = 0; i < m_Mods.Count; ++i )
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if ( mod is ResistanceMod )
|
||||
m_Mobile.AddResistanceMod( (ResistanceMod) mod );
|
||||
else if ( mod is SkillMod )
|
||||
m_Mobile.AddSkillMod( (SkillMod) mod );
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
if ( m_Mods == null )
|
||||
return;
|
||||
|
||||
for ( int i = 0; i < m_Mods.Count; ++i )
|
||||
{
|
||||
object mod = m_Mods[i];
|
||||
|
||||
if ( mod is ResistanceMod )
|
||||
m_Mobile.RemoveResistanceMod( (ResistanceMod) mod );
|
||||
else if ( mod is SkillMod )
|
||||
m_Mobile.RemoveSkillMod( (SkillMod) mod );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EndEffect( object state )
|
||||
{
|
||||
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
|
||||
|
||||
RemovePenalty( info.m_Mobile );
|
||||
}
|
||||
}
|
||||
}
|
||||
75
Scripts/Spells/Bushido/LightningStrike.cs
Normal file
75
Scripts/Spells/Bushido/LightningStrike.cs
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class LightningStrike : SamuraiMove
|
||||
{
|
||||
public LightningStrike()
|
||||
{
|
||||
}
|
||||
|
||||
public override int BaseMana{ get{ return 5; } }
|
||||
public override double RequiredSkill{ get{ return 50.0; } }
|
||||
|
||||
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1063167 ); } } // You prepare to strike quickly.
|
||||
|
||||
public override bool DelayedContext{ get{ return true; } }
|
||||
|
||||
public override int GetAccuracyBonus( Mobile attacker )
|
||||
{
|
||||
return 50;
|
||||
}
|
||||
|
||||
public override bool Validate(Mobile from)
|
||||
{
|
||||
bool isValid=base.Validate(from);
|
||||
if (isValid)
|
||||
{
|
||||
PlayerMobile ThePlayer = from as PlayerMobile;
|
||||
ThePlayer.ExecutesLightningStrike = BaseMana;
|
||||
}
|
||||
return isValid;
|
||||
}
|
||||
|
||||
public override bool IgnoreArmor( Mobile attacker )
|
||||
{
|
||||
double bushido = attacker.Skills[SkillName.Bushido].Value;
|
||||
double criticalChance = (bushido * bushido) / 72000.0;
|
||||
return ( criticalChance >= Utility.RandomDouble() );
|
||||
}
|
||||
|
||||
public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
|
||||
{
|
||||
/* no mana drain before actual hit */
|
||||
bool enoughMana = CheckMana(attacker, false);
|
||||
return Validate(attacker);
|
||||
}
|
||||
|
||||
public override bool ValidatesDuringHit { get { return false; } }
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
ClearCurrentMove(attacker);
|
||||
if (CheckMana(attacker, true))
|
||||
{
|
||||
attacker.SendLocalizedMessage(1063168); // You attack with lightning precision!
|
||||
defender.SendLocalizedMessage(1063169); // Your opponent's quick strike causes extra damage!
|
||||
defender.FixedParticles(0x3818, 1, 11, 0x13A8, 0, 0, EffectLayer.Waist);
|
||||
defender.PlaySound(0x51D);
|
||||
CheckGain(attacker);
|
||||
SetContext(attacker);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnClearMove( Mobile attacker )
|
||||
{
|
||||
PlayerMobile ThePlayer = attacker as PlayerMobile; // this can be deletet if the PlayerMobile parts are moved to Server.Mobile
|
||||
ThePlayer.ExecutesLightningStrike = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
77
Scripts/Spells/Bushido/MomentumStrike.cs
Normal file
77
Scripts/Spells/Bushido/MomentumStrike.cs
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public class MomentumStrike : SamuraiMove
|
||||
{
|
||||
public MomentumStrike()
|
||||
{
|
||||
}
|
||||
|
||||
public override int BaseMana{ get{ return 10; } }
|
||||
public override double RequiredSkill{ get{ return 70.0; } }
|
||||
|
||||
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1070757 ); } } // You prepare to strike two enemies with one blow.
|
||||
|
||||
public override void OnHit( Mobile attacker, Mobile defender, int damage )
|
||||
{
|
||||
if ( !Validate( attacker ) || !CheckMana( attacker, false ) )
|
||||
return;
|
||||
|
||||
ClearCurrentMove( attacker );
|
||||
|
||||
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
|
||||
|
||||
List<Mobile> targets = new List<Mobile>();
|
||||
|
||||
foreach ( Mobile m in attacker.GetMobilesInRange( weapon.MaxRange ) )
|
||||
{
|
||||
if ( m == defender )
|
||||
continue;
|
||||
|
||||
if ( m.Combatant != attacker )
|
||||
continue;
|
||||
|
||||
targets.Add( m );
|
||||
}
|
||||
|
||||
if ( targets.Count > 0 )
|
||||
{
|
||||
if ( !CheckMana( attacker, true ) )
|
||||
return;
|
||||
|
||||
Mobile target = targets[Utility.Random( targets.Count )];
|
||||
|
||||
double damageBonus = attacker.Skills[SkillName.Bushido].Value / 100.0;
|
||||
|
||||
if ( !defender.Alive )
|
||||
damageBonus *= 1.5;
|
||||
|
||||
attacker.SendLocalizedMessage( 1063171 ); // You transfer the momentum of your weapon into another enemy!
|
||||
target.SendLocalizedMessage( 1063172 ); // You were hit by the momentum of a Samurai's weapon!
|
||||
|
||||
target.FixedParticles( 0x37B9, 1, 4, 0x251D, 0, 0, EffectLayer.Waist );
|
||||
|
||||
attacker.PlaySound( 0x510 );
|
||||
|
||||
weapon.OnSwing( attacker, target, damageBonus );
|
||||
|
||||
CheckGain( attacker );
|
||||
}
|
||||
else
|
||||
{
|
||||
attacker.SendLocalizedMessage( 1063123 ); // There are no valid targets to attack!
|
||||
}
|
||||
}
|
||||
|
||||
public override void CheckGain( Mobile m )
|
||||
{
|
||||
m.CheckSkill( MoveSkill, RequiredSkill, 120.0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
15
Scripts/Spells/Bushido/SamuraiMove.cs
Normal file
15
Scripts/Spells/Bushido/SamuraiMove.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Spells
|
||||
{
|
||||
public class SamuraiMove : SpecialMove
|
||||
{
|
||||
public override SkillName MoveSkill{ get{ return SkillName.Bushido; } }
|
||||
|
||||
public override void CheckGain( Mobile m )
|
||||
{
|
||||
m.CheckSkill( MoveSkill, RequiredSkill - 12.5, RequiredSkill + 37.5 ); //Per five on friday 02/16/07
|
||||
}
|
||||
}
|
||||
}
|
||||
129
Scripts/Spells/Bushido/SamuraiSpell.cs
Normal file
129
Scripts/Spells/Bushido/SamuraiSpell.cs
Normal file
|
|
@ -0,0 +1,129 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Spells;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
|
||||
namespace Server.Spells.Bushido
|
||||
{
|
||||
public abstract class SamuraiSpell : Spell
|
||||
{
|
||||
public abstract double RequiredSkill{ get; }
|
||||
public abstract int RequiredMana{ get; }
|
||||
|
||||
public override SkillName CastSkill{ get{ return SkillName.Bushido; } }
|
||||
public override SkillName DamageSkill{ get{ return SkillName.Bushido; } }
|
||||
|
||||
public override bool ClearHandsOnCast{ get{ return false; } }
|
||||
public override bool BlocksMovement{ get{ return false; } }
|
||||
public override bool ShowHandMovement{ get{ return false; } }
|
||||
|
||||
//public override int CastDelayBase{ get{ return 1; } }
|
||||
public override double CastDelayFastScalar{ get{ return 0; } }
|
||||
|
||||
public override int CastRecoveryBase{ get{ return 7; } }
|
||||
|
||||
public SamuraiSpell( Mobile caster, Item scroll, SpellInfo info ) : base( caster, scroll, info )
|
||||
{
|
||||
}
|
||||
|
||||
public static bool CheckExpansion( Mobile from )
|
||||
{
|
||||
if ( !( from is PlayerMobile ) )
|
||||
return true;
|
||||
|
||||
if ( from.NetState == null )
|
||||
return false;
|
||||
|
||||
return from.NetState.SupportsExpansion( Expansion.SE );
|
||||
}
|
||||
|
||||
public override bool CheckCast()
|
||||
{
|
||||
int mana = ScaleMana ( RequiredMana );
|
||||
|
||||
if ( !base.CheckCast() )
|
||||
return false;
|
||||
|
||||
if ( !CheckExpansion( Caster ) )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1063456 ); // You must upgrade to Samurai Empire in order to use that ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( Caster.Skills[CastSkill].Value < RequiredSkill )
|
||||
{
|
||||
string args = String.Format( "{0}\t{1}\t ", RequiredSkill.ToString( "F1" ), CastSkill.ToString() );
|
||||
Caster.SendLocalizedMessage( 1063013, args ); // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
|
||||
return false;
|
||||
}
|
||||
else if ( Caster.Mana < mana )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1060174, mana.ToString() ); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckFizzle()
|
||||
{
|
||||
int mana = ScaleMana( RequiredMana );
|
||||
|
||||
if ( Caster.Skills[CastSkill].Value < RequiredSkill )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1070768, RequiredSkill.ToString( "F1" ) ); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
|
||||
return false;
|
||||
}
|
||||
else if ( Caster.Mana < mana )
|
||||
{
|
||||
Caster.SendLocalizedMessage( 1060174, mana.ToString() ); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( !base.CheckFizzle() )
|
||||
return false;
|
||||
|
||||
Caster.Mana -= mana;
|
||||
|
||||
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 0;
|
||||
}
|
||||
|
||||
public virtual void OnCastSuccessful( Mobile caster )
|
||||
{
|
||||
if ( Evasion.IsEvading( caster ) )
|
||||
Evasion.EndEvasion( caster );
|
||||
|
||||
if ( Confidence.IsConfident( caster ) )
|
||||
Confidence.EndConfidence( caster );
|
||||
|
||||
if ( CounterAttack.IsCountering( caster ) )
|
||||
CounterAttack.StopCountering( caster );
|
||||
|
||||
int spellID = SpellRegistry.GetRegistryNumber( this );
|
||||
|
||||
if ( spellID > 0 )
|
||||
caster.Send( new ToggleSpecialAbility( spellID + 1, true ) );
|
||||
}
|
||||
|
||||
public static void OnEffectEnd( Mobile caster, Type type )
|
||||
{
|
||||
int spellID = SpellRegistry.GetRegistryNumber( type );
|
||||
|
||||
if ( spellID > 0 )
|
||||
caster.Send( new ToggleSpecialAbility( spellID + 1, false ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue