using Server.Items; using System; using System.Collections; namespace Server.Spells.Bushido { public class Evasion : SamuraiSpell { private static readonly SpellInfo m_Info = new SpellInfo( "Evasion", null, -1, 9002); private static readonly Hashtable m_Table = new Hashtable(); public Evasion(Mobile caster, Item scroll) : base(caster, scroll, m_Info) { } public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25); public override double RequiredSkill => 60.0; public override int RequiredMana => 10; 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 (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 (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); defender.Animate(AnimationType.Block, 0); return true; } return false; } 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 */ 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 */ 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(); TimeSpan duration = GetEvadeDuration(m); t = new InternalTimer(m, duration); BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Evasion, 1060597, 1153810, duration, 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); BuffInfo.RemoveBuff(m, BuffIcon.Evasion); OnEffectEnd(m, typeof(Evasion)); } public override bool CheckCast() { if (VerifyCast(Caster, true)) return base.CheckCast(); return false; } 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 class InternalTimer : Timer { private readonly 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. } } } }