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using System;
using System.Collections;
using Server.Targeting;
using Server.Network;

namespace Server.Spells.First
{
public class ReactiveArmorSpell : MagerySpell
{
private static SpellInfo m_Info = new SpellInfo(
"Reactive Armor", "Flam Sanct",
236,
9011,
Reagent.Garlic,
Reagent.SpidersSilk,
Reagent.SulfurousAsh
);

public override SpellCircle Circle { get { return SpellCircle.First; } }

public ReactiveArmorSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}

public override bool CheckCast()
{
if ( Core.AOS )
return true;

if ( Caster.MeleeDamageAbsorb > 0 )
{
Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
return false;
}
else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
{
Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
return false;
}

return true;
}

private static Hashtable m_Table = new Hashtable();

public override void OnCast()
{
if ( Core.AOS )
{
/* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.
* 15 + (Inscription/20) Physcial bonus
* -5 Elemental
* The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
* Reactive Armor, Protection, and Magic Reflection will stay on�even after logging out, even after dying�until you �turn them off� by casting them again.
* (+20 physical -5 elemental at 100 Inscription)
*/

if ( CheckSequence() )
{
Mobile targ = Caster;

ResistanceMod[] mods = (ResistanceMod[])m_Table[targ];

if ( mods == null )
{
targ.PlaySound( 0x1E9 );
targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );

mods = new ResistanceMod[5]
{
new ResistanceMod( ResistanceType.Physical, 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20) ),
new ResistanceMod( ResistanceType.Fire, -5 ),
new ResistanceMod( ResistanceType.Cold, -5 ),
new ResistanceMod( ResistanceType.Poison, -5 ),
new ResistanceMod( ResistanceType.Energy, -5 )
};

m_Table[targ] = mods;

for ( int i = 0; i < mods.Length; ++i )
targ.AddResistanceMod( mods[i] );

int physresist = 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20);
string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}", physresist, 5, 5, 5, 5);

BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, 1075813, args.ToString()));
}
else
{
targ.PlaySound( 0x1ED );
targ.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );

m_Table.Remove( targ );

for ( int i = 0; i < mods.Length; ++i )
targ.RemoveResistanceMod( mods[i] );

BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor);
}
}

FinishSequence();
}
else
{
if ( Caster.MeleeDamageAbsorb > 0 )
{
Caster.SendLocalizedMessage( 1005559 ); // This spell is already in effect.
}
else if ( !Caster.CanBeginAction( typeof( DefensiveSpell ) ) )
{
Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
}
else if ( CheckSequence() )
{
if ( Caster.BeginAction( typeof( DefensiveSpell ) ) )
{
int value = (int)(Caster.Skills[SkillName.Magery].Value + Caster.Skills[SkillName.Meditation].Value + Caster.Skills[SkillName.Inscribe].Value);
value /= 3;

if ( value < 0 )
value = 1;
else if ( value > 75 )
value = 75;

Caster.MeleeDamageAbsorb = value;

Caster.FixedParticles( 0x376A, 9, 32, 5008, EffectLayer.Waist );
Caster.PlaySound( 0x1F2 );
}
else
{
Caster.SendLocalizedMessage( 1005385 ); // The spell will not adhere to you at this time.
}
}

FinishSequence();
}
}
}
}

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