Overwrite

Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
Unstable Kitsune
2023-11-28 23:20:26 -05:00
parent 3cd54811de
commit b918192e4e
11608 changed files with 2644205 additions and 47 deletions

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using System;
using System.Collections.Generic;
namespace Server.Spells.Bushido
{
public class Confidence : SamuraiSpell
{
private static readonly SpellInfo m_Info = new SpellInfo(
"Confidence", null,
-1,
9002);
private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
private static Dictionary<Mobile, Timer> m_RegenTable = new Dictionary<Mobile, Timer>();
public Confidence(Mobile caster, Item scroll)
: base(caster, scroll, m_Info)
{
}
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 static bool IsConfident(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static void BeginConfidence(Mobile m)
{
Timer t;
if (m_Table.TryGetValue(m, out t))
t.Stop();
t = new InternalTimer(m);
m_Table[m] = t;
t.Start();
double bushido = m.Skills[SkillName.Bushido].Value;
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Confidence, 1060596, 1153809, TimeSpan.FromSeconds(4), m, String.Format("{0}\t{1}\t{2}", ((int)(bushido / 12)).ToString(), ((int)(bushido / 5)).ToString(), "100"))); // Successful parry will heal for 1-~1_HEAL~ hit points and refresh for 1-~2_STAM~ stamina points.<br>+~3_HP~ hit point regeneration (4 second duration).
int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m);
if (anticipateHitBonus > 0)
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.AnticipateHit, 1155905, 1156057, TimeSpan.FromSeconds(4), m, String.Format("{0}\t{1}", anticipateHitBonus.ToString(), "75"))); // ~1_CHANCE~% chance to reduce Confidence heal by ~2_REDUCE~% when hit.
}
public static void EndConfidence(Mobile m)
{
if (!m_Table.ContainsKey(m))
return;
Timer t = m_Table[m];
t.Stop();
m_Table.Remove(m);
OnEffectEnd(m, typeof(Confidence));
BuffInfo.RemoveBuff(m, BuffIcon.Confidence);
BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit);
}
public static bool IsRegenerating(Mobile m)
{
return m_RegenTable.ContainsKey(m);
}
public static void BeginRegenerating(Mobile m)
{
Timer t;
if (m_RegenTable.TryGetValue(m, out t))
t.Stop();
t = new RegenTimer(m);
m_RegenTable[m] = t;
t.Start();
}
public static void StopRegenerating(Mobile m)
{
Timer t;
int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m);
if (anticipateHitBonus >= Utility.Random(100) && m_RegenTable.TryGetValue(m, out t))
{
if (t is RegenTimer)
((RegenTimer)t).Hits /= 2;
return;
}
if (m_RegenTable.TryGetValue(m, out t))
t.Stop();
if (m_RegenTable.ContainsKey(m))
m_RegenTable.Remove(m);
BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit);
}
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 class InternalTimer : Timer
{
private readonly 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 class RegenTimer : Timer
{
private Mobile m_Mobile;
private int m_Ticks;
private int m_Hits;
public int Hits { get { return m_Hits; } set { m_Hits = value; } }
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);
}
}
}
}

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using System;
using System.Collections;
using Server.Items;
namespace Server.Spells.Bushido
{
public class CounterAttack : SamuraiSpell
{
private static readonly SpellInfo m_Info = new SpellInfo(
"CounterAttack", null,
-1,
9002);
private static readonly Hashtable m_Table = new Hashtable();
public CounterAttack(Mobile caster, Item scroll)
: base(caster, scroll, m_Info)
{
}
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 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;
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.CounterAttack, 1060598, 1063266, TimeSpan.FromSeconds(30), m));
t.Start();
}
public static void StopCountering(Mobile m)
{
Timer t = (Timer)m_Table[m];
if (t != null)
t.Stop();
m_Table.Remove(m);
BuffInfo.RemoveBuff(m, BuffIcon.CounterAttack);
OnEffectEnd(m, typeof(CounterAttack));
}
public override bool CheckCast()
{
if (!base.CheckCast())
return false;
if (this.Caster.FindItemOnLayer(Layer.TwoHanded) as BaseShield != null)
return true;
if (this.Caster.FindItemOnLayer(Layer.OneHanded) as BaseWeapon != null)
return true;
if (this.Caster.FindItemOnLayer(Layer.TwoHanded) as BaseWeapon != null)
return true;
this.Caster.SendLocalizedMessage(1062944); // You must have a weapon or a shield equipped to use this ability!
return false;
}
public override void OnBeginCast()
{
base.OnBeginCast();
this.Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
}
public override void OnCast()
{
if (this.CheckSequence())
{
this.Caster.SendLocalizedMessage(1063118); // You prepare to respond immediately to the next blocked blow.
this.OnCastSuccessful(this.Caster);
StartCountering(this.Caster);
}
this.FinishSequence();
}
private class InternalTimer : Timer
{
private readonly Mobile m_Mobile;
public InternalTimer(Mobile m)
: base(TimeSpan.FromSeconds(30.0))
{
this.m_Mobile = m;
this.Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
StopCountering(this.m_Mobile);
this.m_Mobile.SendLocalizedMessage(1063119); // You return to your normal stance.
}
}
}
}

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using System;
using System.Collections;
using Server.Items;
namespace Server.Spells.Bushido
{
public class Evasion : SamuraiSpell
{
private static readonly SpellInfo m_Info = new SpellInfo(
"Evasion", null,
-1,
9002);
private static readonly Hashtable m_Table = new Hashtable();
public Evasion(Mobile caster, Item scroll)
: base(caster, scroll, m_Info)
{
}
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 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);
if (Core.SA)
{
defender.Animate(AnimationType.Block, 0);
}
return true;
}
return false;
}
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();
TimeSpan duration = GetEvadeDuration(m);
t = new InternalTimer(m, duration);
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Evasion, 1060597, 1153810, duration, 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);
BuffInfo.RemoveBuff(m, BuffIcon.Evasion);
OnEffectEnd(m, typeof(Evasion));
}
public override bool CheckCast()
{
if (VerifyCast(this.Caster, true))
return base.CheckCast();
return false;
}
public override void OnBeginCast()
{
base.OnBeginCast();
this.Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
}
public override void OnCast()
{
if (this.CheckSequence())
{
this.Caster.SendLocalizedMessage(1063120); // You feel that you might be able to deflect any attack!
this.Caster.FixedParticles(0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist);
this.Caster.PlaySound(0x51B);
this.OnCastSuccessful(this.Caster);
BeginEvasion(this.Caster);
this.Caster.BeginAction(typeof(Evasion));
Timer.DelayCall(TimeSpan.FromSeconds(20.0), delegate { this.Caster.EndAction(typeof(Evasion)); });
}
this.FinishSequence();
}
private class InternalTimer : Timer
{
private readonly Mobile m_Mobile;
public InternalTimer(Mobile m, TimeSpan delay)
: base(delay)
{
this.m_Mobile = m;
this.Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndEvasion(this.m_Mobile);
this.m_Mobile.SendLocalizedMessage(1063121); // You no longer feel that you could deflect any attack.
}
}
}
}

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using System;
using System.Collections;
namespace Server.Spells.Bushido
{
public class HonorableExecution : SamuraiMove
{
private static readonly Hashtable m_Table = new Hashtable();
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 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);
}
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 (!this.Validate(attacker) || !this.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);
BuffInfo.AddBuff(attacker, new BuffInfo(BuffIcon.HonorableExecution, 1060595, 1153808, TimeSpan.FromSeconds(7.0), attacker, String.Format("{0}\t40\t40\t40\t40\t40", resSpells)));
m_Table[attacker] = info;
}
attacker.Delta(MobileDelta.WeaponDamage);
this.CheckGain(attacker);
}
public void EndEffect(object state)
{
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
if(info.m_Mobile != null)
info.m_Mobile.Delta(MobileDelta.WeaponDamage);
RemovePenalty(info.m_Mobile);
}
private class HonorableExecutionInfo
{
public readonly Mobile m_Mobile;
public readonly int m_SwingBonus;
public readonly ArrayList m_Mods;
public readonly 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)
{
this.m_Mobile = from;
this.m_SwingBonus = swingBonus;
this.m_Mods = mods;
this.m_Penalty = penalty;
this.Apply();
}
public void Apply()
{
if (this.m_Mods == null)
return;
for (int i = 0; i < this.m_Mods.Count; ++i)
{
object mod = this.m_Mods[i];
if (mod is ResistanceMod)
this.m_Mobile.AddResistanceMod((ResistanceMod)mod);
else if (mod is SkillMod)
this.m_Mobile.AddSkillMod((SkillMod)mod);
}
}
public void Clear()
{
if (this.m_Mods == null)
return;
for (int i = 0; i < this.m_Mods.Count; ++i)
{
object mod = this.m_Mods[i];
if (mod is ResistanceMod)
this.m_Mobile.RemoveResistanceMod((ResistanceMod)mod);
else if (mod is SkillMod)
this.m_Mobile.RemoveSkillMod((SkillMod)mod);
}
}
}
}
}

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using System;
using Server.Mobiles;
namespace Server.Spells.Bushido
{
public class LightningStrike : SamuraiMove
{
public LightningStrike()
{
}
public override int BaseMana
{
get
{
return Core.SA ? 10 : 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 bool ValidatesDuringHit
{
get
{
return false;
}
}
public override int GetAccuracyBonus(Mobile attacker)
{
return 50;
}
public override bool Validate(Mobile from)
{
bool isValid = base.Validate(from);
if (isValid)
{
var ThePlayer = from as PlayerMobile;
if(ThePlayer != null)
{
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 OnBeforeDamage(Mobile attacker, Mobile defender)
{
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);
}
return base.OnBeforeDamage(attacker, defender);
}
public override void CheckGain(Mobile m)
{
// Lighning strike will gain to 120, albeit slow
if (Core.SA && m.Skills[MoveSkill].Value >= 87.5)
{
if (0.25 > Utility.RandomDouble())
{
m.CheckSkill(MoveSkill, 0, m.Skills[MoveSkill].Cap);
}
}
else
{
base.CheckGain(m);
}
}
public override void OnUse(Mobile m)
{
base.OnUse(m);
double bushido = m.Skills[SkillName.Bushido].Value;
int criticalChance = (int)((bushido * bushido) / 720.0);
m.Delta(MobileDelta.WeaponDamage);
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.LightningStrike, 1060599, 1153811, String.Format("50\t{0}", criticalChance)));
}
public override void OnClearMove(Mobile attacker)
{
var ThePlayer = attacker as PlayerMobile; // this can be deletet if the PlayerMobile parts are moved to Server.Mobile
if(ThePlayer != null)
{
ThePlayer.ExecutesLightningStrike = 0;
}
attacker.Delta(MobileDelta.WeaponDamage);
BuffInfo.RemoveBuff(attacker, BuffIcon.LightningStrike);
}
}
}

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using System;
using System.Collections.Generic;
using Server.Items;
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 (!this.Validate(attacker) || !this.CheckMana(attacker, false))
return;
ClearCurrentMove(attacker);
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
List<Mobile> targets = new List<Mobile>();
IPooledEnumerable eable = attacker.GetMobilesInRange(weapon.MaxRange);
foreach (Mobile m in eable)
{
if (m != defender && m != attacker && m.CanBeHarmful(attacker, false) && attacker.InLOS(m) &&
Server.Spells.SpellHelper.ValidIndirectTarget(attacker, m))
{
targets.Add(m);
}
}
eable.Free();
if (targets.Count > 0)
{
if (!this.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);
if (defender.Alive)
attacker.Combatant = defender;
this.CheckGain(attacker);
}
else
{
attacker.SendLocalizedMessage(1063123); // There are no valid targets to attack!
}
ColUtility.Free(targets);
}
public override void OnUse(Mobile m)
{
base.OnUse(m);
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.MomentumStrike, 1060600, 1063268));
}
public override void OnClearMove(Mobile from)
{
base.OnClearMove(from);
BuffInfo.RemoveBuff(from, BuffIcon.MomentumStrike);
}
public override void CheckGain(Mobile m)
{
m.CheckSkill(this.MoveSkill, this.RequiredSkill, 120.0);
}
}
}

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using System;
namespace Server.Spells
{
public class SamuraiMove : SpecialMove
{
public override SkillName MoveSkill
{
get
{
return SkillName.Bushido;
}
}
public override void CheckGain(Mobile m)
{
m.CheckSkill(this.MoveSkill, this.RequiredSkill - 12.5, this.RequiredSkill + 37.5); //Per five on friday 02/16/07
}
}
}

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using System;
using Server.Mobiles;
using Server.Network;
namespace Server.Spells.Bushido
{
public abstract class SamuraiSpell : Spell
{
public SamuraiSpell(Mobile caster, Item scroll, SpellInfo info)
: base(caster, scroll, info)
{
}
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 static bool CheckExpansion(Mobile from)
{
if (!Core.SE)
return false;
if (!(from is PlayerMobile))
return true;
if (from.NetState == null)
return false;
return from.NetState.SupportsExpansion(Expansion.SE);
}
public static void OnEffectEnd(Mobile caster, Type type)
{
int spellID = SpellRegistry.GetRegistryNumber(type);
if (spellID > 0)
caster.Send(new ToggleSpecialAbility(spellID + 1, false));
}
public override bool CheckCast()
{
int mana = this.ScaleMana(this.RequiredMana);
if (!base.CheckCast())
return false;
if (!CheckExpansion(this.Caster))
{
this.Caster.SendLocalizedMessage(1063456); // You must upgrade to Samurai Empire in order to use that ability.
return false;
}
if (this.Caster.Skills[this.CastSkill].Value < this.RequiredSkill)
{
string args = String.Format("{0}\t{1}\t ", this.RequiredSkill.ToString("F1"), this.CastSkill.ToString());
this.Caster.SendLocalizedMessage(1063013, args); // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
return false;
}
else if (this.Caster.Mana < mana)
{
this.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 = this.ScaleMana(this.RequiredMana);
if (this.Caster.Skills[this.CastSkill].Value < this.RequiredSkill)
{
this.Caster.SendLocalizedMessage(1070768, this.RequiredSkill.ToString("F1")); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
return false;
}
else if (this.Caster.Mana < mana)
{
this.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;
this.Caster.Mana -= mana;
return true;
}
public override void GetCastSkills(out double min, out double max)
{
min = this.RequiredSkill - 12.5; //per 5 on friday, 2/16/07
max = this.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));
}
}
}