Kod:
using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Spells.Bushido
{
public class HonorableExecution : SamuraiMove
{
public HonorableExecution()
{
}
public override int BaseMana{ get{ return 0; } }
public override double RequiredSkill{ get{ return 25.0; } }
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1063122 ); } } // You better kill your enemy with your next hit or you'll be rather sorry...
public override double GetDamageScalar( Mobile attacker, Mobile defender )
{
double bushido = attacker.Skills[SkillName.Bushido].Value;
// TODO: 20 -> Perfection
return 1.0 + (bushido * 20) / 10000;
}
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
ClearCurrentMove( attacker );
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
if ( info != null )
{
info.Clear();
if ( info.m_Timer != null )
info.m_Timer.Stop();
}
if ( !defender.Alive )
{
attacker.FixedParticles( 0x373A, 1, 17, 0x7E2, EffectLayer.Waist );
double bushido = attacker.Skills[SkillName.Bushido].Value;
attacker.Hits += 20 + (int)((bushido * bushido) / 480.0);
int swingBonus = Math.Max( 1, (int)((bushido * bushido) / 720.0) );
info = new HonorableExecutionInfo( attacker, swingBonus );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), new TimerStateCallback( EndEffect ), info );
m_Table[attacker] = info;
}
else
{
ArrayList mods = new ArrayList();
mods.Add( new ResistanceMod( ResistanceType.Physical, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Fire, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Cold, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Poison, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Energy, -40 ) );
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
if ( resSpells > 0.0 )
mods.Add( new DefaultSkillMod( SkillName.MagicResist, true, -resSpells ) );
info = new HonorableExecutionInfo( attacker, mods );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), new TimerStateCallback( EndEffect ), info );
m_Table[attacker] = info;
}
CheckGain( attacker );
}
private static Hashtable m_Table = new Hashtable();
public static int GetSwingBonus( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null )
return 0;
return info.m_SwingBonus;
}
public static bool IsUnderPenalty( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null )
return false;
return info.m_Penalty;
}
public static void RemovePenalty( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null || !info.m_Penalty )
return;
info.Clear();
if ( info.m_Timer != null )
info.m_Timer.Stop();
m_Table.Remove( target );
}
private class HonorableExecutionInfo
{
public Mobile m_Mobile;
public int m_SwingBonus;
public ArrayList m_Mods;
public bool m_Penalty;
public Timer m_Timer;
public HonorableExecutionInfo( Mobile from, int swingBonus ) : this( from, swingBonus, null, false )
{
}
public HonorableExecutionInfo( Mobile from, ArrayList mods ) : this( from, 0, mods, true )
{
}
public HonorableExecutionInfo( Mobile from, int swingBonus, ArrayList mods, bool penalty )
{
m_Mobile = from;
m_SwingBonus = swingBonus;
m_Mods = mods;
m_Penalty = penalty;
Apply();
}
public void Apply()
{
if ( m_Mods == null )
return;
for ( int i = 0; i < m_Mods.Count; ++i )
{
object mod = m_Mods[i];
if ( mod is ResistanceMod )
m_Mobile.AddResistanceMod( (ResistanceMod) mod );
else if ( mod is SkillMod )
m_Mobile.AddSkillMod( (SkillMod) mod );
}
}
public void Clear()
{
if ( m_Mods == null )
return;
for ( int i = 0; i < m_Mods.Count; ++i )
{
object mod = m_Mods[i];
if ( mod is ResistanceMod )
m_Mobile.RemoveResistanceMod( (ResistanceMod) mod );
else if ( mod is SkillMod )
m_Mobile.RemoveSkillMod( (SkillMod) mod );
}
}
}
public void EndEffect( object state )
{
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
RemovePenalty( info.m_Mobile );
}
}
}
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Spells.Bushido
{
public class HonorableExecution : SamuraiMove
{
public HonorableExecution()
{
}
public override int BaseMana{ get{ return 0; } }
public override double RequiredSkill{ get{ return 25.0; } }
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1063122 ); } } // You better kill your enemy with your next hit or you'll be rather sorry...
public override double GetDamageScalar( Mobile attacker, Mobile defender )
{
double bushido = attacker.Skills[SkillName.Bushido].Value;
// TODO: 20 -> Perfection
return 1.0 + (bushido * 20) / 10000;
}
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
ClearCurrentMove( attacker );
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
if ( info != null )
{
info.Clear();
if ( info.m_Timer != null )
info.m_Timer.Stop();
}
if ( !defender.Alive )
{
attacker.FixedParticles( 0x373A, 1, 17, 0x7E2, EffectLayer.Waist );
double bushido = attacker.Skills[SkillName.Bushido].Value;
attacker.Hits += 20 + (int)((bushido * bushido) / 480.0);
int swingBonus = Math.Max( 1, (int)((bushido * bushido) / 720.0) );
info = new HonorableExecutionInfo( attacker, swingBonus );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 20.0 ), new TimerStateCallback( EndEffect ), info );
m_Table[attacker] = info;
}
else
{
ArrayList mods = new ArrayList();
mods.Add( new ResistanceMod( ResistanceType.Physical, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Fire, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Cold, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Poison, -40 ) );
mods.Add( new ResistanceMod( ResistanceType.Energy, -40 ) );
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
if ( resSpells > 0.0 )
mods.Add( new DefaultSkillMod( SkillName.MagicResist, true, -resSpells ) );
info = new HonorableExecutionInfo( attacker, mods );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), new TimerStateCallback( EndEffect ), info );
m_Table[attacker] = info;
}
CheckGain( attacker );
}
private static Hashtable m_Table = new Hashtable();
public static int GetSwingBonus( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null )
return 0;
return info.m_SwingBonus;
}
public static bool IsUnderPenalty( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null )
return false;
return info.m_Penalty;
}
public static void RemovePenalty( Mobile target )
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if ( info == null || !info.m_Penalty )
return;
info.Clear();
if ( info.m_Timer != null )
info.m_Timer.Stop();
m_Table.Remove( target );
}
private class HonorableExecutionInfo
{
public Mobile m_Mobile;
public int m_SwingBonus;
public ArrayList m_Mods;
public bool m_Penalty;
public Timer m_Timer;
public HonorableExecutionInfo( Mobile from, int swingBonus ) : this( from, swingBonus, null, false )
{
}
public HonorableExecutionInfo( Mobile from, ArrayList mods ) : this( from, 0, mods, true )
{
}
public HonorableExecutionInfo( Mobile from, int swingBonus, ArrayList mods, bool penalty )
{
m_Mobile = from;
m_SwingBonus = swingBonus;
m_Mods = mods;
m_Penalty = penalty;
Apply();
}
public void Apply()
{
if ( m_Mods == null )
return;
for ( int i = 0; i < m_Mods.Count; ++i )
{
object mod = m_Mods[i];
if ( mod is ResistanceMod )
m_Mobile.AddResistanceMod( (ResistanceMod) mod );
else if ( mod is SkillMod )
m_Mobile.AddSkillMod( (SkillMod) mod );
}
}
public void Clear()
{
if ( m_Mods == null )
return;
for ( int i = 0; i < m_Mods.Count; ++i )
{
object mod = m_Mods[i];
if ( mod is ResistanceMod )
m_Mobile.RemoveResistanceMod( (ResistanceMod) mod );
else if ( mod is SkillMod )
m_Mobile.RemoveSkillMod( (SkillMod) mod );
}
}
}
public void EndEffect( object state )
{
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
RemovePenalty( info.m_Mobile );
}
}
}
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| Sayfalar | Yorumlar | Gönderen | Tarih |
| Honorable Execution | 0 | The And | 23-09-2009 |







