127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Items
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{
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/// <summary>
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/// The assassin's friend.
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/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
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/// Use a gruesome follow-up to finish off your foe.
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/// </summary>
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public class MortalStrike : WeaponAbility
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{
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public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
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public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
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private static readonly Dictionary<Mobile, Timer> m_Table = new Dictionary<Mobile, Timer>();
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private static readonly List<Mobile> m_EffectReduction = new List<Mobile>();
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public MortalStrike()
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{
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}
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public override int BaseMana
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{
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get
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{
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return 30;
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}
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}
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public static bool IsWounded(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 BeginWound(Mobile m, TimeSpan duration)
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{
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Timer t;
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if (m_Table.ContainsKey(m))
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{
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EndWound(m, true);
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}
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if (Core.HS && m_EffectReduction.Contains(m))
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{
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double d = duration.TotalSeconds;
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duration = TimeSpan.FromSeconds(d / 2);
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}
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t = new InternalTimer(m, duration);
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m_Table[m] = t;
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t.Start();
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m.YellowHealthbar = true;
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BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.MortalStrike, 1075810, 1075811, duration, m));
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}
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public static void EndWound(Mobile m, bool natural = false)
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{
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if (!IsWounded(m))
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return;
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Timer t = m_Table[m];
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if (t != null)
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t.Stop();
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m_Table.Remove(m);
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BuffInfo.RemoveBuff(m, BuffIcon.MortalStrike);
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m.YellowHealthbar = false;
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m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
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if (Core.HS && natural && !m_EffectReduction.Contains(m))
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{
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m_EffectReduction.Add(m);
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Timer.DelayCall(TimeSpan.FromSeconds(8), () =>
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{
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if (m_EffectReduction.Contains(m))
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m_EffectReduction.Remove(m);
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});
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}
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return;
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ClearCurrentAbility(attacker);
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attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
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defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
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defender.PlaySound(0x1E1);
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defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
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// Do not reset timer if one is already in place.
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if (Core.HS || !IsWounded(defender))
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{
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if (Spells.SkillMasteries.ResilienceSpell.UnderEffects(defender)) //Halves time
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BeginWound(defender, defender.Player ? TimeSpan.FromSeconds(3.0) : TimeSpan.FromSeconds(6));
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else
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BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
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}
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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, TimeSpan duration)
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: base(duration)
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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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EndWound(m_Mobile, true);
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}
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}
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}
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} |