Kod:
using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Spells;
using Server.Targeting;
namespace Server.Spells.Bushido
{
public class Evasion : SamuraiSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Evasion", null,
-1,
9002
);
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 override bool CheckCast()
{
if( VerifyCast( Caster, true ) )
return base.CheckCast();
return false;
}
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 );
return true;
}
return false;
}
public Evasion( Mobile caster, Item scroll )
: base( caster, scroll, m_Info )
{
}
public override void OnBeginCast()
{
base.OnBeginCast();
Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
}
public override void OnCast()
{
if( CheckSequence() )
{
Caster.SendLocalizedMessage( 1063120 ); // You feel that you might be able to deflect any attack!
Caster.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist );
Caster.PlaySound( 0x51B );
OnCastSuccessful( Caster );
BeginEvasion( Caster );
Caster.BeginAction( typeof( Evasion ) );
Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), delegate { Caster.EndAction( typeof( Evasion ) ); } );
}
FinishSequence();
}
private static Hashtable m_Table = new Hashtable();
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();
t = new InternalTimer( m, GetEvadeDuration( 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 );
OnEffectEnd( m, typeof( Evasion ) );
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer( Mobile m, TimeSpan delay )
: base( delay )
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndEvasion( m_Mobile );
m_Mobile.SendLocalizedMessage( 1063121 ); // You no longer feel that you could deflect any attack.
}
}
}
}
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Spells;
using Server.Targeting;
namespace Server.Spells.Bushido
{
public class Evasion : SamuraiSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Evasion", null,
-1,
9002
);
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 override bool CheckCast()
{
if( VerifyCast( Caster, true ) )
return base.CheckCast();
return false;
}
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 );
return true;
}
return false;
}
public Evasion( Mobile caster, Item scroll )
: base( caster, scroll, m_Info )
{
}
public override void OnBeginCast()
{
base.OnBeginCast();
Caster.FixedEffect( 0x37C4, 10, 7, 4, 3 );
}
public override void OnCast()
{
if( CheckSequence() )
{
Caster.SendLocalizedMessage( 1063120 ); // You feel that you might be able to deflect any attack!
Caster.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist );
Caster.PlaySound( 0x51B );
OnCastSuccessful( Caster );
BeginEvasion( Caster );
Caster.BeginAction( typeof( Evasion ) );
Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), delegate { Caster.EndAction( typeof( Evasion ) ); } );
}
FinishSequence();
}
private static Hashtable m_Table = new Hashtable();
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();
t = new InternalTimer( m, GetEvadeDuration( 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 );
OnEffectEnd( m, typeof( Evasion ) );
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer( Mobile m, TimeSpan delay )
: base( delay )
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndEvasion( m_Mobile );
m_Mobile.SendLocalizedMessage( 1063121 ); // You no longer feel that you could deflect any attack.
}
}
}
}
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| Evasion | 0 | The And | 23-09-2009 |







