using System; using System.Collections.Generic; namespace Server.Spells.Bushido { public class Confidence : SamuraiSpell { private static readonly SpellInfo m_Info = new SpellInfo( "Confidence", null, -1, 9002); private static readonly Dictionary m_Table = new Dictionary(); private static readonly Dictionary m_RegenTable = new Dictionary(); public Confidence(Mobile caster, Item scroll) : base(caster, scroll, m_Info) { } public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25); public override double RequiredSkill => 25.0; public override int RequiredMana => 10; public static bool IsConfident(Mobile m) { return m_Table.ContainsKey(m); } public static void BeginConfidence(Mobile m) { Timer t; if (m_Table.TryGetValue(m, out t)) t.Stop(); t = new InternalTimer(m); m_Table[m] = t; t.Start(); double bushido = m.Skills[SkillName.Bushido].Value; BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Confidence, 1060596, 1153809, TimeSpan.FromSeconds(4), m, string.Format("{0}\t{1}\t{2}", ((int)(bushido / 12)).ToString(), ((int)(bushido / 5)).ToString(), "100"))); // Successful parry will heal for 1-~1_HEAL~ hit points and refresh for 1-~2_STAM~ stamina points.
+~3_HP~ hit point regeneration (4 second duration). int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m); if (anticipateHitBonus > 0) BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.AnticipateHit, 1155905, 1156057, TimeSpan.FromSeconds(4), m, string.Format("{0}\t{1}", anticipateHitBonus.ToString(), "75"))); // ~1_CHANCE~% chance to reduce Confidence heal by ~2_REDUCE~% when hit. } public static void EndConfidence(Mobile m) { if (!m_Table.ContainsKey(m)) return; Timer t = m_Table[m]; t.Stop(); m_Table.Remove(m); OnEffectEnd(m, typeof(Confidence)); BuffInfo.RemoveBuff(m, BuffIcon.Confidence); BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit); } public static bool IsRegenerating(Mobile m) { return m_RegenTable.ContainsKey(m); } public static void BeginRegenerating(Mobile m) { Timer t; if (m_RegenTable.TryGetValue(m, out t)) t.Stop(); t = new RegenTimer(m); m_RegenTable[m] = t; t.Start(); } public static void StopRegenerating(Mobile m) { Timer t; int anticipateHitBonus = SkillMasteries.MasteryInfo.AnticipateHitBonus(m); if (anticipateHitBonus >= Utility.Random(100) && m_RegenTable.TryGetValue(m, out t)) { if (t is RegenTimer) ((RegenTimer)t).Hits /= 2; return; } if (m_RegenTable.TryGetValue(m, out t)) t.Stop(); if (m_RegenTable.ContainsKey(m)) m_RegenTable.Remove(m); BuffInfo.RemoveBuff(m, BuffIcon.AnticipateHit); } public override void OnBeginCast() { base.OnBeginCast(); Caster.FixedEffect(0x37C4, 10, 7, 4, 3); } public override void OnCast() { if (CheckSequence()) { Caster.SendLocalizedMessage(1063115); // You exude confidence. Caster.FixedParticles(0x375A, 1, 17, 0x7DA, 0x960, 0x3, EffectLayer.Waist); Caster.PlaySound(0x51A); OnCastSuccessful(Caster); BeginConfidence(Caster); BeginRegenerating(Caster); } FinishSequence(); } private class InternalTimer : Timer { private readonly Mobile m_Mobile; public InternalTimer(Mobile m) : base(TimeSpan.FromSeconds(15.0)) { m_Mobile = m; Priority = TimerPriority.TwoFiftyMS; } protected override void OnTick() { EndConfidence(m_Mobile); m_Mobile.SendLocalizedMessage(1063116); // Your confidence wanes. } } private class RegenTimer : Timer { private readonly Mobile m_Mobile; private int m_Ticks; private int m_Hits; public int Hits { get { return m_Hits; } set { m_Hits = value; } } public RegenTimer(Mobile m) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) { m_Mobile = m; m_Hits = 15 + (m.Skills.Bushido.Fixed * m.Skills.Bushido.Fixed / 57600); Priority = TimerPriority.TwoFiftyMS; } protected override void OnTick() { ++m_Ticks; if (m_Ticks >= 5) { m_Mobile.Hits += (m_Hits - (m_Hits * 4 / 5)); StopRegenerating(m_Mobile); } m_Mobile.Hits += (m_Hits / 5); } } } }