199 lines
5.6 KiB
C#
199 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Spells.Bushido
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{
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public class Confidence : SamuraiSpell
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{
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private static readonly SpellInfo m_Info = new SpellInfo(
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"Confidence", null,
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-1,
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9002);
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private static Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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private static Dictionary<Mobile, Timer> m_RegenTable = new Dictionary<Mobile, Timer>();
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public Confidence(Mobile caster, Item scroll)
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: base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase
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{
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get
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{
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return TimeSpan.FromSeconds(0.25);
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}
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}
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public override double RequiredSkill
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{
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get
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{
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return 25.0;
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}
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}
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public override int RequiredMana
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{
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get
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{
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return 10;
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}
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}
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public static bool IsConfident(Mobile m)
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{
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return m_Table.ContainsKey(m);
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}
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public static void BeginConfidence(Mobile m)
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{
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Timer t;
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if (m_Table.TryGetValue(m, out t))
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t.Stop();
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t = new InternalTimer(m);
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m_Table[m] = t;
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t.Start();
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double bushido = m.Skills[SkillName.Bushido].Value;
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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).
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int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m);
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if (anticipateHitBonus > 0)
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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.
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}
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public static void EndConfidence(Mobile m)
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{
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if (!m_Table.ContainsKey(m))
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return;
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Timer t = m_Table[m];
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t.Stop();
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m_Table.Remove(m);
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OnEffectEnd(m, typeof(Confidence));
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BuffInfo.RemoveBuff(m, BuffIcon.Confidence);
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BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit);
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}
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public static bool IsRegenerating(Mobile m)
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{
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return m_RegenTable.ContainsKey(m);
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}
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public static void BeginRegenerating(Mobile m)
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{
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Timer t;
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if (m_RegenTable.TryGetValue(m, out t))
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t.Stop();
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t = new RegenTimer(m);
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m_RegenTable[m] = t;
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t.Start();
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}
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public static void StopRegenerating(Mobile m)
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{
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Timer t;
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int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m);
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if (anticipateHitBonus >= Utility.Random(100) && m_RegenTable.TryGetValue(m, out t))
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{
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if (t is RegenTimer)
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((RegenTimer)t).Hits /= 2;
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return;
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}
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if (m_RegenTable.TryGetValue(m, out t))
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t.Stop();
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if (m_RegenTable.ContainsKey(m))
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m_RegenTable.Remove(m);
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BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit);
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}
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
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}
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.SendLocalizedMessage(1063115); // You exude confidence.
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Caster.FixedParticles(0x375A, 1, 17, 0x7DA, 0x960, 0x3, EffectLayer.Waist);
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Caster.PlaySound(0x51A);
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OnCastSuccessful(Caster);
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BeginConfidence(Caster);
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BeginRegenerating(Caster);
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}
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FinishSequence();
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}
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private class InternalTimer : Timer
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{
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private readonly Mobile m_Mobile;
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public InternalTimer(Mobile m)
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: base(TimeSpan.FromSeconds(15.0))
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{
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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EndConfidence(m_Mobile);
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m_Mobile.SendLocalizedMessage(1063116); // Your confidence wanes.
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}
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}
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private class RegenTimer : Timer
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{
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private Mobile m_Mobile;
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private int m_Ticks;
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private int m_Hits;
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public int Hits { get { return m_Hits; } set { m_Hits = value; } }
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public RegenTimer(Mobile m)
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: base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0))
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{
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m_Mobile = m;
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m_Hits = 15 + (m.Skills.Bushido.Fixed * m.Skills.Bushido.Fixed / 57600);
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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++m_Ticks;
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if (m_Ticks >= 5)
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{
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m_Mobile.Hits += (m_Hits - (m_Hits * 4 / 5));
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StopRegenerating(m_Mobile);
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}
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m_Mobile.Hits += (m_Hits / 5);
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}
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}
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}
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} |