Files
abysmal-isle/Scripts/Skills/Peacemaking.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

253 lines
7.7 KiB
C#

#region References
using System;
using Server.Engines.XmlSpawner2;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
using Server.Engines.Quests;
#endregion
namespace Server.SkillHandlers
{
public class Peacemaking
{
public static void Initialize()
{
SkillInfo.Table[(int)SkillName.Peacemaking].Callback = OnUse;
}
public static TimeSpan OnUse(Mobile m)
{
m.RevealingAction();
BaseInstrument.PickInstrument(m, OnPickedInstrument);
return TimeSpan.FromSeconds(1.0); // Cannot use another skill for 1 second
}
public static void OnPickedInstrument(Mobile from, BaseInstrument instrument)
{
from.RevealingAction();
from.SendLocalizedMessage(1049525); // Whom do you wish to calm?
from.Target = new InternalTarget(from, instrument);
from.NextSkillTime = Core.TickCount + 21600000;
}
public static bool UnderEffects(Mobile m)
{
return m is BaseCreature && ((BaseCreature)m).BardPacified;
}
public class InternalTarget : Target
{
private readonly BaseInstrument m_Instrument;
private bool m_SetSkillTime = true;
public InternalTarget(Mobile from, BaseInstrument instrument)
: base(BaseInstrument.GetBardRange(from, SkillName.Peacemaking), false, TargetFlags.None)
{
m_Instrument = instrument;
}
protected override void OnTargetFinish(Mobile from)
{
if (m_SetSkillTime)
{
from.NextSkillTime = Core.TickCount;
}
}
protected override void OnTarget(Mobile from, object targeted)
{
from.RevealingAction();
if (!(targeted is Mobile))
{
from.SendLocalizedMessage(1049528); // You cannot calm that!
}
else if (!m_Instrument.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack!
}
else
{
m_SetSkillTime = false;
int masteryBonus = 0;
if (from is PlayerMobile)
masteryBonus = Spells.SkillMasteries.BardSpell.GetMasteryBonus((PlayerMobile)from, SkillName.Peacemaking);
if (targeted == from)
{
// Standard mode : reset combatants for everyone in the area
if (from.Player && !BaseInstrument.CheckMusicianship(from))
{
from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000));
}
else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 120.0))
{
from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000));
}
else
{
from.NextSkillTime = Core.TickCount + 5000;
m_Instrument.PlayInstrumentWell(from);
m_Instrument.ConsumeUse(from);
Map map = from.Map;
if (map != null)
{
int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking);
bool calmed = false;
IPooledEnumerable eable = from.GetMobilesInRange(range);
foreach (Mobile m in eable)
{
if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) ||
(m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful(m, false))
{
continue;
}
calmed = true;
m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling!
m.Combatant = null;
m.Warmode = false;
if (m is BaseCreature && !((BaseCreature)m).BardPacified)
{
((BaseCreature)m).Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(1.0));
}
}
eable.Free();
if (!calmed)
{
from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm.
}
else
{
from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle.
}
}
}
}
else
{
// Target mode : pacify a single target for a longer duration
Mobile targ = (Mobile)targeted;
if (!from.CanBeHarmful(targ, false))
{
from.SendLocalizedMessage(1049528);
m_SetSkillTime = true;
}
else if (targ is BaseCreature && ((BaseCreature)targ).Uncalmable)
{
from.SendLocalizedMessage(1049526); // You have no chance of calming that creature.
m_SetSkillTime = true;
}
else if (targ is BaseCreature && ((BaseCreature)targ).BardPacified)
{
from.SendLocalizedMessage(1049527); // That creature is already being calmed.
m_SetSkillTime = true;
}
else if (from.Player && !BaseInstrument.CheckMusicianship(from))
{
from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
from.NextSkillTime = Core.TickCount + 5000;
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else
{
double diff = m_Instrument.GetDifficultyFor(targ) - 10.0;
double music = from.Skills[SkillName.Musicianship].Value;
if (music > 100.0)
{
diff -= (music - 100.0) * 0.5;
}
if (masteryBonus > 0)
diff -= (diff * ((double)masteryBonus / 100));
if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0))
{
from.SendLocalizedMessage(1049531); // You attempt to calm your target, but fail.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000));
}
else
{
m_Instrument.PlayInstrumentWell(from);
m_Instrument.ConsumeUse(from);
from.NextSkillTime = Core.TickCount + (5000 - ((masteryBonus / 5) * 1000));
if (targ is BaseCreature)
{
BaseCreature bc = (BaseCreature)targ;
from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target.
targ.Combatant = null;
targ.Warmode = false;
double seconds = 100 - (diff / 1.5);
if (seconds > 120)
{
seconds = 120;
}
else if (seconds < 10)
{
seconds = 10;
}
bc.Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(seconds));
#region Bard Mastery Quest
if (from is PlayerMobile)
{
BaseQuest quest = QuestHelper.GetQuest((PlayerMobile)from, typeof(TheBeaconOfHarmonyQuest));
if (quest != null)
{
foreach (BaseObjective objective in quest.Objectives)
objective.Update(bc);
}
}
#endregion
}
else
{
from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target.
targ.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling!
targ.Combatant = null;
targ.Warmode = false;
}
}
}
}
}
}
}
}
}