Beispiel #1
0
 public InternalTarget(PoisonStrikeSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
Beispiel #2
0
		public virtual Spell DoCombo( Mobile c )
		{
			Spell spell = null;

			if ( m_Combo == 0 )
			{
				spell = new ExplosionSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if ( m_Combo == 1 )
			{
				spell = new WeakenSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if ( m_Combo == 2 )
			{
				if ( !c.Poisoned )
					spell = new PoisonSpell( m_Mobile, null );

				++m_Combo; // Move to next spell
			}
			else if ( m_Combo == 3 )
			{
				spell = new PoisonStrikeSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if ( m_Combo == 4 )
			{
				spell = new PainSpikeSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}

			if ( m_Combo == 3 && spell == null )
			{
				switch ( Utility.Random( 3 ) )
				{
					default:
					case 0:
					{
						if ( c.Int < c.Dex )
							spell = new FeeblemindSpell( m_Mobile, null );
						else
							spell = new ClumsySpell( m_Mobile, null );

						++m_Combo; // Move to next spell

						break;
					}
					case 1:
					{
						spell = new EnergyBoltSpell( m_Mobile, null );
						m_Combo = -1; // Reset combo state
						break;
					}
					case 2:
					{
						spell = new FlameStrikeSpell( m_Mobile, null );
						m_Combo = -1; // Reset combo state
						break;
					}
				}
			}
			else if ( m_Combo == 4 && spell == null )
			{
				spell = new MindBlastSpell( m_Mobile, null );
				m_Combo = -1;
			}

			return spell;
		}
			public InternalTarget( PoisonStrikeSpell owner ) : base( 12, false, TargetFlags.Harmful )
			{
				m_Owner = owner;
			}
Beispiel #4
0
 public InternalTarget(PoisonStrikeSpell owner)
     : base(10, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
 }
Beispiel #5
0
		public virtual Spell ChooseSpell( Mobile c )
		{
			if ( !SmartAI )
			{
				if ( !m_Mobile.Summoned && ScaleByHealing( HealChance ) > Utility.RandomDouble() )
				{
					switch( Utility.Random( 2 ) )
					{
						case 0:
							if ( m_Mobile.Hits < (m_Mobile.HitsMax - 50) )
							{
								m_Mobile.UseSkill( SkillName.SpiritSpeak );
							}
							else if ( m_Mobile.Hits < (m_Mobile.HitsMax - 10) )
							{
								m_Mobile.UseSkill( SkillName.SpiritSpeak );
							}
						break;
						case 1:
							if ( m_Mobile.Hits < (m_Mobile.HitsMax - 50) )
							{
								return new GreaterHealSpell( m_Mobile, null );
							}
							else if ( m_Mobile.Hits < (m_Mobile.HitsMax - 10) )
							{
								return new HealSpell( m_Mobile, null );
							}
						break;
					}
				}

				return GetRandomDamageSpell();
			}

			Spell spell = null;

			int healChance = (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits));

			if ( m_Mobile.Summoned )
				healChance = 0;

			switch ( Utility.Random( 6 + healChance ) )
			{
				default:
				case 0: // Heal ourself
				{
					if ( !m_Mobile.Summoned )
					{
						switch( Utility.Random( 2 ) )
						{
							case 0:
								if ( m_Mobile.Hits < (m_Mobile.HitsMax - 50) )
								{
									m_Mobile.UseSkill( SkillName.SpiritSpeak );
								}
								else if ( m_Mobile.Hits < (m_Mobile.HitsMax - 10) )
								{
									m_Mobile.UseSkill( SkillName.SpiritSpeak );
								}
							break;
							case 1:
								if ( m_Mobile.Hits < (m_Mobile.HitsMax - 50) )
								{
									return new GreaterHealSpell( m_Mobile, null );
								}
								else if ( m_Mobile.Hits < (m_Mobile.HitsMax - 10) )
								{
									return new HealSpell( m_Mobile, null );
								}
							break;
						}
					}

					break;
				}
				case 1: // Poison them
				{
					if ( !c.Poisoned )
						spell = new PoisonSpell( m_Mobile, null );

					break;
				}
				case 2: // PoisonStrike them
				{
					if ( !c.Poisoned )
						spell = new PoisonStrikeSpell( m_Mobile, null );

					break;
				}
				case 3: // Deal some damage
				{
					spell = GetRandomDamageSpell();

					break;
				}
				case 4: // Set up a combo
				{
					if ( m_Mobile.Mana < 40 && m_Mobile.Mana > 15 )
					{
						if ( c.Paralyzed && !c.Poisoned )
						{
							m_Mobile.DebugSay( "I am going to meditate" );

							m_Mobile.UseSkill( SkillName.Meditation );
						}
						else if ( !c.Poisoned )
						{
							spell = new ParalyzeSpell( m_Mobile, null );
						}
					}
					else if ( m_Mobile.Mana > 60 )
					{
						if ( Utility.Random( 4 ) == 0 && !c.Paralyzed && !c.Frozen && !c.Poisoned )
						{
							m_Combo = 0;
							spell = new ParalyzeSpell( m_Mobile, null );
						}
						else
						{
							m_Combo = 1;
							spell = new ExplosionSpell( m_Mobile, null );
						}
					}
					break;
				}
				case 5: //Combo to soften our enemies with a powerful attack while we have max mana amounts
				{
					if ( m_Mobile.Mana > 80 )
					{
						if ( Utility.Random( 2 ) == 0 && !c.Paralyzed && !c.Frozen && !c.Poisoned ) 
						{
							m_Combo = 0;
							spell = new VengefulSpiritSpell ( m_Mobile, null );
						}
						else
						{
							m_Combo = 0;
							spell = new ParalyzeSpell( m_Mobile, null );
						}
					}
				    break;
				}
			}

			return spell;
		}
Beispiel #6
0
 public InternalTarget(PoisonStrikeSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
        public virtual Spell DoCombo(Mobile c)
        {
            Spell spell = null;

            if (m_Combo == 0)
            {
                spell = new PoisonStrikeSpell(m_Mobile, null);
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 1)
            {
                spell = new BloodOathSpell(m_Mobile, null);
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 2)
            {
                if (!c.Poisoned)
                    spell = new MindRotSpell(m_Mobile, null);

                ++m_Combo; // Move to next spell
            }

            if (m_Combo == 3 && spell == null)
            {
                switch (Utility.Random(3))
                {
                    default:
                    case 0:
                        {
                            if (c.Int < c.Dex)
                                spell = new StrangleSpell(m_Mobile, null);
                            else
                                spell = new EvilOmenSpell(m_Mobile, null);

                            ++m_Combo; // Move to next spell

                            break;
                        }
                    case 1:
                        {
                            spell = new PoisonStrikeSpell(m_Mobile, null);
                            m_Combo = -1; // Reset combo state
                            break;
                        }
                    case 2:
                        {
                            spell = new BloodOathSpell(m_Mobile, null);
                            m_Combo = -1; // Reset combo state
                            break;
                        }
                }
            }
            else if (m_Combo == 4 && spell == null)
            {
                spell = new VengefulSpiritSpell(m_Mobile, null);
                m_Combo = -1;
            }

            return spell;
        }
Beispiel #8
0
		public override bool DoActionCombat()
		{
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;

			if ( c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee( c ) || !m_Mobile.CanBeHarmful( c, false ) || c.Map != m_Mobile.Map )
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant

				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					if ( m_Mobile.Debug )
						m_Mobile.DebugSay( "Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name );

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else
				{
					m_Mobile.DebugSay( "Something happened to my combatant, and nothing is around. I am on guard." );
					Action = ActionType.Guard;
					return true;
				}
			}

			if ( !m_Mobile.InLOS( c ) )
			{
				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if ( SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0 )
				EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );

			if ( !m_Mobile.InRange( c, m_Mobile.RangePerception ) )
			{
				// They are somewhat far away, can we find something else?

				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if ( !m_Mobile.InRange( c, m_Mobile.RangePerception * 3 ) )
				{
					m_Mobile.Combatant = null;
				}

				c = m_Mobile.Combatant;

				if ( c == null )
				{
					m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
					Action = ActionType.Guard;

					return true;
				}
			}

			if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
			{
				if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
				{
					// We are low on health, should we flee?

					bool flee = false;

					if ( m_Mobile.Hits < c.Hits )
					{
						// We are more hurt than them

						int diff = c.Hits - m_Mobile.Hits;

						flee = ( Utility.Random( 0, 100 ) > (10 + diff) ); // (10 + diff)% chance to flee
					}
					else
					{
						flee = Utility.Random( 0, 100 ) > 10; // 10% chance to flee
					}

					if ( flee )
					{
						if ( m_Mobile.Debug )
							m_Mobile.DebugSay( "I am going to flee from {0}", c.Name );

						Action = ActionType.Flee;
						return true;
					}
				}
			}

			if ( m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange( c, 12 ) )
			{
				// We are ready to cast a spell

				Spell spell = null;
				Mobile toDispel = FindDispelTarget( true );

				if ( m_Mobile.Poisoned ) // Top cast priority is cure
				{
					spell = new CureSpell( m_Mobile, null );
				}
				else if ( toDispel != null ) // Something dispellable is attacking us
				{
					spell = DoDispel( toDispel );
				}
				else if ( SmartAI && m_Combo != -1 ) // We are doing a spell combo
				{
					spell = DoCombo( c );
				}
				else if ( SmartAI && (c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned ) // They have a heal spell out
				{
					spell = new PoisonStrikeSpell( m_Mobile, null );
				}
				else
				{
					spell = ChooseSpell( c );
				}

				// Now we have a spell picked
				// Move first before casting

				if ( SmartAI && toDispel != null )
				{
					if ( m_Mobile.InRange( toDispel, 10 ) )
						RunFrom( toDispel );
					else if ( !m_Mobile.InRange( toDispel, 12 ) )
						RunTo( toDispel );
				}
				else
				{
					RunTo( c );
				}

				if ( spell != null && spell.Cast() )
				{
					TimeSpan delay;

					if ( SmartAI || ( spell is DispelSpell ) )
					{
						delay = TimeSpan.FromSeconds( m_Mobile.ActiveSpeed );
					}
					else
					{
						double del = ScaleByNecromancy( 3.0 );
						double min = 6.0 - (del * 0.75);
						double max = 6.0 - (del * 1.25);

						delay = TimeSpan.FromSeconds( min + ((max - min) * Utility.RandomDouble()) );
					}

					m_NextCastTime = DateTime.Now + delay;
				}
			}
			else if ( m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting )
			{
				RunTo( c );
			}

			return true;
		}
Beispiel #9
0
        public override Spell DoCombo(Mobile c)
        {
            Spell spell = null;

            if (m_NecroComboType == NecroComboType.None)
            {
                m_NecroComboType = (NecroComboType)Utility.RandomMinMax(1, 7);
                m_Combo = 0;
                m_Mobile.DebugSay("Doing {0} Combo", m_NecroComboType);
            }

            if (m_Combo == 0)
            {
                switch (m_NecroComboType)
                {
                    case NecroComboType.Exp_FS_Omen_Poison_PS:
                    case NecroComboType.Exp_MB_Omen_Poison_PS:
                    case NecroComboType.Exp_EB_Omen_Poison_PS:
                    case NecroComboType.Exp_FB_MA_Poison_PS:
                    case NecroComboType.Exp_FB_Poison_PS:
                    case NecroComboType.Exp_FB_MA_PS:
                    case NecroComboType.Exp_Poison_FB_PS: spell = new ExplosionSpell(m_Mobile, null); break;
                }

                ++m_Combo;
            }
            else if (m_Combo == 1)
            {
                switch (m_NecroComboType)
                {
                    case NecroComboType.Exp_FS_Omen_Poison_PS: spell = new FlameStrikeSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_MB_Omen_Poison_PS: spell = new MindBlastSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_EB_Omen_Poison_PS: spell = new EnergyBoltSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_FB_MA_Poison_PS:
                    case NecroComboType.Exp_FB_Poison_PS:
                    case NecroComboType.Exp_FB_MA_PS: spell = new FireballSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_Poison_FB_PS: spell = new PoisonSpell(m_Mobile, null); break;
                }

                ++m_Combo;
            }
            else if (m_Combo == 2)
            {
                switch (m_NecroComboType)
                {
                    case NecroComboType.Exp_FS_Omen_Poison_PS:
                    case NecroComboType.Exp_MB_Omen_Poison_PS:
                    case NecroComboType.Exp_EB_Omen_Poison_PS: spell = new EvilOmenSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_FB_MA_Poison_PS: spell = new MagicArrowSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_FB_Poison_PS: spell = new PoisonSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_FB_MA_PS: spell = new MagicArrowSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_Poison_FB_PS: spell = new FireballSpell(m_Mobile, null); break;
                }

                ++m_Combo;
            }
            else if (m_Combo == 3)
            {
                switch (m_NecroComboType)
                {
                    case NecroComboType.Exp_FS_Omen_Poison_PS:
                    case NecroComboType.Exp_MB_Omen_Poison_PS:
                    case NecroComboType.Exp_EB_Omen_Poison_PS:
                    case NecroComboType.Exp_FB_MA_Poison_PS:
                    case NecroComboType.Exp_FB_Poison_PS: spell = new PoisonSpell(m_Mobile, null); break;
                    case NecroComboType.Exp_FB_MA_PS:
                    case NecroComboType.Exp_Poison_FB_PS:
                        if (Utility.RandomBool())
                            spell = new PoisonStrikeSpell(m_Mobile, null);
                        else
                            spell = new PainSpikeSpell(m_Mobile, null);
                        EndCombo();
                        return spell;
                }

                ++m_Combo;
            }

            else if (m_Combo == 4)
            {
                switch (m_NecroComboType)
                {
                    case NecroComboType.Exp_FS_Omen_Poison_PS:
                    case NecroComboType.Exp_MB_Omen_Poison_PS:
                    case NecroComboType.Exp_EB_Omen_Poison_PS:
                    case NecroComboType.Exp_FB_MA_Poison_PS:
                    case NecroComboType.Exp_FB_Poison_PS:
                    case NecroComboType.Exp_FB_MA_PS:
                    case NecroComboType.Exp_Poison_FB_PS:
                        if (Utility.RandomBool())
                            spell = new PoisonStrikeSpell(m_Mobile, null);
                        else
                            spell = new PainSpikeSpell(m_Mobile, null);
                        EndCombo();
                        return spell;
                }
            }

            return spell;
        }
        public virtual Spell DoCombo(Mobile c)
        {
            Spell spell = null;

            if ( m_Mobile.HitsMax > 0 && (m_Mobile.Hits / m_Mobile.HitsMax) < 0.1 && m_Mobile.Hits < 300 )
            {
                spell = CheckCastHealingSpell();
                m_Combo = -1;
                return spell;
            }
            if (m_Combo == 0)
            {
                spell = new ExplosionSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Explosion" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 1)
            {
                spell = new CorpseSkinSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Corpse skin" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 2)
            {
                if ( !c.Poisoned )
                {
                    spell = new PoisonSpell(m_Mobile, null);
                    m_Mobile.DebugSay( "Poison" );
                }
                else
                {
                    spell = new CurseSpell(m_Mobile, null);
                    m_Mobile.DebugSay( "Curse" );
                }

                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 3)
            {
                spell = new StrangleSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Strangle" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 4)
            {
                spell = new PainSpikeSpell(m_Mobile, null);
                m_Mobile.DebugSay( "pain spike" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 7)
            {
                spell = new ExplosionSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Explosion" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 8)
            {
                if ( !c.Poisoned )
                {
                    spell = new PoisonSpell(m_Mobile, null);
                    m_Mobile.DebugSay( "Poison" );
                }
                else
                {
                    spell = new CurseSpell(m_Mobile, null);
                    m_Mobile.DebugSay( "Curse" );
                }

                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 9)
            {
                spell = new FlameStrikeSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Flamestrike" );
                m_Combo = -1;
            }
            else if (m_Combo == 10)
            {
                spell = new StrangleSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Strangle" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 11)
            {
                spell = new CorpseSkinSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Corpse skin" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 12)
            {
                spell = new ExplosionSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Explosion" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 13)
            {
                spell = new PoisonStrikeSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Poison strike" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 14)
            {
                spell = new PoisonStrikeSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Poison strike" );
                ++m_Combo; // Move to next spell
            }
            else if (m_Combo == 15)
            {
                spell = new PainSpikeSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Pain spike" );
                m_Combo = -1;
            }
            if (m_Combo == 5 && spell == null)
            {
                switch (Utility.Random(3))
                {
                    default:
                    case 0:
                        {
                            spell = new ExplosionSpell(m_Mobile, null);
                            m_Mobile.DebugSay( "Explosion" );
                            break;
                        }
                    case 1:
                        {
                            spell = new PoisonStrikeSpell(m_Mobile, null);
                            m_Mobile.DebugSay( "Poison strike" );
                            break;
                        }
                    case 2:
                        {
                            spell = new FlameStrikeSpell(m_Mobile, null);
                            m_Mobile.DebugSay( "Flamestrike" );
                            ++m_Combo; // Move to next spell
                            break;
                        }
                }
            }
            else if (m_Combo == 6 && spell == null)
            {
                spell = new VengefulSpiritSpell(m_Mobile, null);
                m_Mobile.DebugSay( "Revenant" );
                m_Combo = -1;
            }

            return spell;
        }