using Server.Mobiles; using Server.Network; using Server.Spells; using Server.Spells.Necromancy; using System; using System.Collections.Generic; namespace Server.Items { /// /// Make your opponent bleed profusely with this wicked use of your weapon. /// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds. /// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages. /// public class BleedAttack : WeaponAbility { private static readonly Dictionary m_BleedTable = new Dictionary(); public override int BaseMana => 30; public static bool IsBleeding(Mobile m) { return m_BleedTable.ContainsKey(m); } public static void BeginBleed(Mobile m, Mobile from, bool splintering = false) { BleedTimer timer = null; if (m_BleedTable.ContainsKey(m)) { if (splintering) { timer = m_BleedTable[m]; timer.Stop(); } else { return; } } BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Bleed, 1075829, 1075830, TimeSpan.FromSeconds(10), m, string.Format("{0}\t{1}\t{2}", "1", "10", "2"))); timer = new BleedTimer(from, m, CheckBloodDrink(from)); m_BleedTable[m] = timer; timer.Start(); from.SendLocalizedMessage(1060159); // Your target is bleeding! m.SendLocalizedMessage(1060160); // You are bleeding! if (m is PlayerMobile) { m.LocalOverheadMessage(MessageType.Regular, 0x21, 1060757); // You are bleeding profusely m.NonlocalOverheadMessage(MessageType.Regular, 0x21, 1060758, m.Name); // ~1_NAME~ is bleeding profusely } m.PlaySound(0x133); m.FixedParticles(0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist); } public static void DoBleed(Mobile m, Mobile from, int damage, bool blooddrinker) { if (m.Alive && !m.IsDeadBondedPet) { if (!m.Player) damage *= 2; m.PlaySound(0x133); AOS.Damage(m, from, damage, false, 0, 0, 0, 0, 0, 0, 100, false, false, false); if (blooddrinker && from.Hits < from.HitsMax) { from.SendLocalizedMessage(1113606); //The blood drinker effect heals you. from.Heal(damage); } Blood blood = new Blood { ItemID = Utility.Random(0x122A, 5) }; blood.MoveToWorld(m.Location, m.Map); } else { EndBleed(m, false); } } public static void EndBleed(Mobile m, bool message) { Timer t = null; if (m_BleedTable.ContainsKey(m)) { t = m_BleedTable[m]; m_BleedTable.Remove(m); } if (t == null) return; t.Stop(); BuffInfo.RemoveBuff(m, BuffIcon.Bleed); if (message) m.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding! } public static bool CheckBloodDrink(Mobile attacker) { return attacker.Weapon is BaseWeapon && ((BaseWeapon)attacker.Weapon).WeaponAttributes.BloodDrinker > 0; } public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, true)) return; ClearCurrentAbility(attacker); // Necromancers under Lich or Wraith Form are immune to Bleed Attacks. TransformContext context = TransformationSpellHelper.GetContext(defender); if ((context != null && (context.Type == typeof(LichFormSpell) || context.Type == typeof(WraithFormSpell))) || (defender is BaseCreature && ((BaseCreature)defender).BleedImmune) || Spells.Mysticism.StoneFormSpell.CheckImmunity(defender)) { attacker.SendLocalizedMessage(1062052); // Your target is not affected by the bleed attack! return; } BeginBleed(defender, attacker); } private class BleedTimer : Timer { private readonly Mobile m_From; private readonly Mobile m_Mobile; private int m_Count; private readonly int m_MaxCount; private readonly bool m_BloodDrinker; public BleedTimer(Mobile from, Mobile m, bool blooddrinker) : base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.0)) { m_From = from; m_Mobile = m; Priority = TimerPriority.TwoFiftyMS; m_BloodDrinker = blooddrinker; m_MaxCount = Spells.SkillMasteries.ResilienceSpell.UnderEffects(m) ? 3 : 5; } protected override void OnTick() { if (!m_Mobile.Alive || m_Mobile.Deleted) { EndBleed(m_Mobile, true); } else { int damage = 0; if (!Spells.SkillMasteries.WhiteTigerFormSpell.HasBleedMod(m_From, out damage)) damage = Math.Max(1, Utility.RandomMinMax(5 - m_Count, (5 - m_Count) * 2)); DoBleed(m_Mobile, m_From, damage, m_BloodDrinker); if (++m_Count == m_MaxCount) EndBleed(m_Mobile, true); } } } } }