Example #1
0
 public InternalTarget(BloodOathSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
Example #2
0
 public InternalTarget(BloodOathSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
Example #3
0
        public virtual Spell ChooseSpell(Mobile c)
        {
            Spell spell = this.CheckCastHealingSpell();

            if (spell != null)
                return spell;
				
            double damage = ((this.m_Mobile.Skills[SkillName.SpiritSpeak].Value - c.Skills[SkillName.MagicResist].Value) / 10) + (c.Player ? 18 : 30);
			
            if (damage > c.Hits)
                return new PainSpikeSpell(this.m_Mobile, null);

            switch ( Utility.Random(25) )
            {
                case 0:
                case 1:
                case 2:	// Poison them
                    {
                        this.m_Mobile.DebugSay("Attempting to poison");

                        if (!c.Poisoned)
                            spell = new PoisonSpell(this.m_Mobile, null);

                        break;
                    }
                case 3:	// Bless ourselves.
                    {
                        this.m_Mobile.DebugSay("Blessing myself");

                        spell = new BlessSpell(this.m_Mobile, null);
                        break;
                    }
                case 4:
                case 5:
                case 6: // Curse them.
                    {
                        this.m_Mobile.DebugSay("Attempting to curse");

                        spell = this.GetRandomCurseSpell();
                        break;
                    }
                case 7:	// Paralyze them.
                    {
                        this.m_Mobile.DebugSay("Attempting to paralyze");

                        if (this.m_Mobile.Skills[SkillName.Magery].Value > 50.0)
                            spell = new ParalyzeSpell(this.m_Mobile, null);

                        break;
                    }
                case 8: // Drain mana
                    {
                        this.m_Mobile.DebugSay("Attempting to drain mana");

                        spell = this.GetRandomManaDrainSpell();
                        break;
                    }
                case 9:
                case 10: // Blood oath them
                    {
                        this.m_Mobile.DebugSay("Attempting to blood oath");
										
                        if (this.m_Mobile.Skills[SkillName.Necromancy].Value > 30 && BloodOathSpell.GetBloodOath(c) != this.m_Mobile)
                            spell = new BloodOathSpell(this.m_Mobile, null);
						
                        break;
                    }
                case 11:
                case 12: // Animate dead
                    {
                        this.m_Mobile.DebugSay("Attempting to animate dead");

                        if ((this.m_Animated == null || !this.m_Animated.Alive) && this.m_Mobile.Skills[SkillName.Necromancy].Value > 40)
                            spell = new AnimateDeadSpell(this.m_Mobile, null);

                        break;
                    }
                case 13:
                case 14:
                    {
                        this.m_Mobile.DebugSay("Attempting to cast vengeful spirit");

                        if (this.m_Mobile.Skills[SkillName.Necromancy].Value > 80 && (this.m_Mobile.Followers + 3) < this.m_Mobile.FollowersMax)
                            spell = new VengefulSpiritSpell(this.m_Mobile, null);

                        break;
                    }
                default: // Damage them.
                    {
                        this.m_Mobile.DebugSay("Just doing damage");

                        spell = this.GetRandomDamageSpell();
                        break;
                    }
            }

            return spell;
        }
Example #4
0
 public InternalTarget(BloodOathSpell owner)
     : base(10, false, TargetFlags.Harmful)
 {
     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;
        }
		public Spell GetNecromancerSpell()
		{
			Spell spell = null;

			switch ( Utility.Random( 12 ) )
			{
				case 0:
				case 1:	// Create an army for our ourselves
				{
					int whichone = Utility.RandomMinMax( 1, 2 );

					if ( whichone == 2 && m_Mobile.Skills[SkillName.Necromancy].Value > 50.0 )
					{
						if ( m_Mobile.Debug )
							m_Mobile.Say( 1109, "Undead: Casting Animate Dead" );

						spell = new AnimateDeadSpell( m_Mobile, null );
					}
					else if ( m_Mobile.Followers == 0 || m_Mobile.Followers == 3 )
					{
						if ( m_Mobile.Debug )
							m_Mobile.Say( 1109, "Undead: Summoning Familiar " );

						CreateNecromancerFamiliar();
					}
					else
						goto default;

					break;
				}
				case 2:
				case 3: // Curse them
				{
					if ( m_Mobile.Debug )
						m_Mobile.Say( 1109, "Cursing Them" );

					spell = GetNecromancerCurseSpell();
					break;
				}
				case 4:
				case 5:	// Reverse combat
				{
					if ( m_Mobile.Debug )
						m_Mobile.Say( 1109, "Casting Blood Oath" );

					if ( m_Mobile.Skills[SkillName.Necromancy].Value > 30.0 )
						spell = new BloodOathSpell( m_Mobile, null );

					break;
				}
				case 6: // Shapeshift
				{
					if ( m_CanShapeShift )
					{
						if ( m_Mobile.Debug )
							m_Mobile.Say( 1109, "Shapechange " );

						spell = GetNecromancerShapeshiftSpell();
					}
					else
						goto case 3; // Curse them

					break;
				}

				default: // Damage them
				{
					if ( m_Mobile.Debug )
						m_Mobile.Say( 1109, "Random damage spell" );

					spell = GetNecromancerDamageSpell();
					break;
				}
			}

			return spell;
		}
			public InternalTarget( BloodOathSpell owner ) : base( 12, false, TargetFlags.Harmful )
			{
				m_Owner = owner;
			}
Example #8
0
        public override bool DoActionCombat()
        {
            Mobile c = this.m_Mobile.Combatant;
            this.m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !this.m_Mobile.CanSee(c) || !this.m_Mobile.CanBeHarmful(c, false) || c.Map != this.m_Mobile.Map)
            {
                // Our combatant is deleted, dead, hidden, or we cannot hurt them
                // Try to find another combatant
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    if (this.m_Mobile.Debug)
                        this.m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", this.m_Mobile.FocusMob.Name);

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

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

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

            if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception))
            {
                // They are somewhat far away, can we find something else?
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.Combatant = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob = null;
                }
                else if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception * 3))
                {
                    this.m_Mobile.Combatant = null;
                }

                c = this.m_Mobile.Combatant;

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

                    return true;
                }
            }

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

                    if (this.m_Mobile.Hits < c.Hits)
                    {
                        // We are more hurt than them
                        int diff = c.Hits - this.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 (this.m_Mobile.Debug)
                            this.m_Mobile.DebugSay("I am going to flee from {0}", c.Name);

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

            if (this.m_Mobile.Spell == null && DateTime.UtcNow > this.m_NextCastTime && this.m_Mobile.InRange(c, 12))
            {
                // We are ready to cast a spell
                Spell spell = null;
                Mobile toDispel = this.FindDispelTarget(true);

                if (this.m_Mobile.Poisoned) // Top cast priority is cure
                {
                    this.m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(this.m_Mobile, null);
                }
                else if (toDispel != null) // Something dispellable is attacking us
                {
                    this.m_Mobile.DebugSay("I am going to dispel {0}", toDispel);

                    spell = this.DoDispel(toDispel);
                }
                else if ((c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned) // They have a heal spell out
                {
                    spell = new BloodOathSpell(this.m_Mobile, null);
                }
                else
                {
                    spell = this.ChooseSpell(c);
                }

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

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

                if (spell != null)
                    spell.Cast();

                TimeSpan delay;

                if (spell is DispelSpell)
                    delay = TimeSpan.FromSeconds(this.m_Mobile.ActiveSpeed);
                else
                    delay = this.GetDelay();

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

            return true;
        }
Example #9
0
        public virtual Spell ChooseSpell(Mobile c)
        {
            Spell spell = this.CheckCastHealingSpell();

            if (spell != null)
                return spell;
				
            double damage = ((this.m_Mobile.Skills[SkillName.SpiritSpeak].Value - c.Skills[SkillName.MagicResist].Value) / 10) + (c.Player ? 18 : 30);
			
            if (damage > c.Hits)
                spell = new ManaDrainSpell(this.m_Mobile, null);

            switch ( Utility.Random(16) )
            {
                case 0:
                case 1:
                case 2:	// Poison them
                    {
                        this.m_Mobile.DebugSay("Attempting to BloodOath");

                        if (!c.Poisoned)
                            spell = new BloodOathSpell(this.m_Mobile, null);

                        break;
                    }
                case 3:	// Bless ourselves.
                    {
                        this.m_Mobile.DebugSay("Blessing myself");

                        spell = new BlessSpell(this.m_Mobile, null);
                        break;
                    }
                case 4:
                case 5:
                case 6: // Curse them.
                    {
                        this.m_Mobile.DebugSay("Attempting to curse");

                        spell = this.GetRandomCurseSpell();
                        break;
                    }
                case 7:	// Paralyze them.
                    {
                        this.m_Mobile.DebugSay("Attempting to paralyze");

                        if (this.m_Mobile.Skills[SkillName.Magery].Value > 50.0)
                            spell = new ParalyzeSpell(this.m_Mobile, null);

                        break;
                    }
                case 8: // Drain mana
                    {
                        this.m_Mobile.DebugSay("Attempting to drain mana");

                        spell = this.GetRandomManaDrainSpell();
                        break;
                    }
                case 9: // Blood oath them
                    {
                        this.m_Mobile.DebugSay("Attempting to blood oath");
										
                        if (this.m_Mobile.Skills[SkillName.Necromancy].Value > 30 && BloodOathSpell.GetBloodOath(c) != this.m_Mobile)
                            spell = new BloodOathSpell(this.m_Mobile, null);
						
                        break;
                    }
            }

            return spell;
        }