162 lines
4.0 KiB
C#
162 lines
4.0 KiB
C#
using System;
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using Server;
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using Server.Items;
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using Server.Network;
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using Server.Mobiles;
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using Server.Spells;
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using System.Collections;
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namespace Server.Engines.XmlSpawner2
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{
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public class XmlEnemyMastery : XmlAttachment
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{
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private int m_Chance = 20; // 20% chance by default
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private int m_PercentIncrease = 50;
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private string m_Enemy;
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private Type m_EnemyType;
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[CommandProperty( AccessLevel.GameMaster )]
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public int Chance { get{ return m_Chance; } set { m_Chance = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public int PercentIncrease { get{ return m_PercentIncrease; } set { m_PercentIncrease = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public string Enemy
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{
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get { return m_Enemy; }
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set
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{
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m_Enemy = value;
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// look up the type
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m_EnemyType = SpawnerType.GetType(m_Enemy);
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}
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}
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// These are the various ways in which the message attachment can be constructed.
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// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
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// Other overloads could be defined to handle other types of arguments
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// a serial constructor is REQUIRED
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public XmlEnemyMastery(ASerial serial) : base(serial)
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{
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}
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[Attachable]
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public XmlEnemyMastery(string enemy)
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{
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Enemy = enemy;
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}
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[Attachable]
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public XmlEnemyMastery(string enemy,int increase )
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{
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m_PercentIncrease = increase;
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Enemy = enemy;
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}
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[Attachable]
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public XmlEnemyMastery(string enemy,int chance, int increase )
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{
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m_Chance = chance;
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m_PercentIncrease = increase;
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Enemy = enemy;
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}
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[Attachable]
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public XmlEnemyMastery(string enemy, int chance, int increase, double expiresin)
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{
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m_Chance = chance;
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m_PercentIncrease = increase;
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Expiration = TimeSpan.FromMinutes(expiresin);
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Enemy = enemy;
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}
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public override void OnAttach()
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{
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base.OnAttach();
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if(AttachedTo is Mobile)
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{
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Mobile m = AttachedTo as Mobile;
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Effects.PlaySound( m, m.Map, 516 );
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m.SendMessage(String.Format("You gain the power of Enemy Mastery over {0}",Enemy));
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}
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}
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// note that this method will be called when attached to either a mobile or a weapon
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// when attached to a weapon, only that weapon will do additional damage
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// when attached to a mobile, any weapon the mobile wields will do additional damage
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public override void OnWeaponHit(Mobile attacker, Mobile defender, BaseWeapon weapon, int damageGiven)
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{
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if(m_Chance <= 0 || Utility.Random(100) > m_Chance)
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return;
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if(defender != null && attacker != null && m_EnemyType != null)
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{
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// is the defender the correct type?
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if(defender.GetType() == m_EnemyType || defender.GetType().IsSubclassOf(m_EnemyType))
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{
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defender.Damage( (int) (damageGiven*PercentIncrease/100), attacker );
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}
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}
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}
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public override void OnDelete()
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{
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base.OnDelete();
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if(AttachedTo is Mobile)
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{
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Mobile m = AttachedTo as Mobile;
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if(!m.Deleted)
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{
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Effects.PlaySound( m, m.Map, 958 );
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m.SendMessage(String.Format("Your power of Enemy Mastery over {0} fades..",Enemy));
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}
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}
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize(writer);
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writer.Write( (int) 0 );
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// version 0
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writer.Write(m_PercentIncrease);
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writer.Write(m_Chance);
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writer.Write(m_Enemy);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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// version 0
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m_PercentIncrease = reader.ReadInt();
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m_Chance = reader.ReadInt();
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Enemy = reader.ReadString();
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}
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public override string OnIdentify(Mobile from)
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{
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string msg = null;
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if(Expiration > TimeSpan.Zero)
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{
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msg = String.Format("Enemy Mastery : +{3}% damage vs {0}, {1}%, hitchance expires in {2} mins", m_Enemy, Chance, Expiration.TotalMinutes, PercentIncrease);
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}
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else
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{
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msg = String.Format("Enemy Mastery : +{2}% damage vs {0}, {1}% hitchance",m_Enemy, Chance, PercentIncrease);
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}
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return msg;
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}
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}
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}
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