Example #1
0
        /// <summary>
        /// Whether there are enough runes in this set to satisfy the given cost requirements
        /// </summary>
        public bool HasEnoughRunes(Spell spell)
        {
            RuneCostEntry runeCostEntry = spell.RuneCostEntry;

            if (runeCostEntry == null || !runeCostEntry.CostsRunes ||
                this.Owner.Auras.GetModifiedInt(SpellModifierType.PowerCost, spell, 1) != 1)
            {
                return(true);
            }
            for (RuneType runeType = RuneType.Blood; runeType < (RuneType)runeCostEntry.CostPerType.Length; ++runeType)
            {
                int num = runeCostEntry.CostPerType[(int)runeType];
                if (num > 0)
                {
                    for (int index = 0; index < 6; ++index)
                    {
                        if ((this.ActiveRunes[index] == runeType || this.ActiveRunes[index] == RuneType.Death) &&
                            (double)this.Cooldowns[index] <= 0.0)
                        {
                            --num;
                        }
                    }

                    if (num > 0)
                    {
                        return(false);
                    }
                }
            }

            return(true);
        }
Example #2
0
        /// <summary>
        /// Method is internal because we don't have a packet yet to signal the client spontaneous cooldown updates
        /// </summary>
        internal void ConsumeRunes(Spell spell)
        {
            RuneCostEntry runeCostEntry = spell.RuneCostEntry;

            if (runeCostEntry == null || !runeCostEntry.CostsRunes ||
                this.Owner.Auras.GetModifiedInt(SpellModifierType.PowerCost, spell, 1) != 1)
            {
                return;
            }
            for (RuneType runeType = RuneType.Blood; runeType < (RuneType)runeCostEntry.CostPerType.Length; ++runeType)
            {
                int num = runeCostEntry.CostPerType[(int)runeType];
                if (num > 0)
                {
                    for (uint index = 0; index < 6U; ++index)
                    {
                        if (this.ActiveRunes[index] == runeType && (double)this.Cooldowns[index] <= 0.0)
                        {
                            this.StartCooldown(index);
                            --num;
                            if (num == 0)
                            {
                                return;
                            }
                        }
                    }

                    for (uint index = 0; index < 6U; ++index)
                    {
                        if (this.ActiveRunes[index] == RuneType.Death && (double)this.Cooldowns[index] <= 0.0)
                        {
                            this.ConvertToDefault(index);
                            this.StartCooldown(index);
                            --num;
                            if (num == 0)
                            {
                                return;
                            }
                        }
                    }
                }
            }
        }
Example #3
0
        public void FinalizeDataHolder()
        {
            try
            {
                //Id
                SpellId   = (SpellId)Id;
                PowerType = PowerType.Mana;
                Durations = new DurationEntry()
                {
                    Min = Duration, Max = Duration
                };

                Range = new SimpleRange(0, MaxRange);

                ProjectileSpeed   = 1;
                RequiredToolIds   = new uint[2];
                Reagents          = ItemStackDescription.EmptyArray;
                RequiredItemClass = ItemClass.None;

                RequiredItemSubClassMask = ItemSubClassMask.None;
                if (Id == 2228 || Id == 2231 || Id == 2234 || Id == 2237 || Id == 2240 || Id == 2243 || Id == 2246 || Id == 2249 || Id == 2252)
                {
                    SoulGuardProffLevel = 1;
                }
                if (Id == 2229 || Id == 2232 || Id == 2235 || Id == 2238 || Id == 2241 || Id == 2244 || Id == 2247 || Id == 2250 || Id == 2253)
                {
                    SoulGuardProffLevel = 2;
                }
                if (Id == 2230 || Id == 2233 || Id == 2236 || Id == 2239 || Id == 2242 || Id == 2245 || Id == 2248 || Id == 2251 || Id == 2254)
                {
                    SoulGuardProffLevel = 3;
                }

                RequiredItemInventorySlotMask = InventorySlotTypeMask.None;


                var effects = new List <SpellEffect>(3); // 71 - 127+

                #region read effects

                var effect = new SpellEffect(this, EffectIndex.Zero)
                {
                    EffectType          = Effect0_EffectType,
                    DiceSides           = 0,
                    RealPointsPerLevel  = 0,
                    BasePoints          = 0,
                    Mechanic            = Effect0_Mehanic,
                    ImplicitTargetA     = Effect0_ImplicitTargetA,
                    ImplicitTargetB     = Effect0_ImplicitTargetB,
                    Radius              = Effect0_Radius,
                    AuraType            = Effect0_AuraType,
                    Amplitude           = Effect0_Amplitude,
                    ProcValue           = Effect0_ProcValue,
                    ChainTargets        = 0,
                    MiscValue           = Effect0_MiscValue,
                    MiscValueB          = Effect0_MiscValueB,
                    MiscValueC          = Effect0_MiscValueC,
                    TriggerSpellId      = SpellId.None,
                    PointsPerComboPoint = 0
                };
                effect.AffectMask[0] = 0;
                effect.AffectMask[1] = 0;
                effect.AffectMask[2] = 0;
                // Fix: This is a default AoE effect, thus doesn't have a fact at destination
                if (effect.ImplicitTargetA == ImplicitSpellTargetType.AllEnemiesAroundCaster &&
                    effect.ImplicitTargetB == ImplicitSpellTargetType.AllEnemiesInArea)
                {
                    effect.ImplicitTargetB = ImplicitSpellTargetType.None;
                }
                effects.Add(effect);

                effect = new SpellEffect(this, EffectIndex.One)
                {
                    EffectType          = Effect1_EffectType,
                    DiceSides           = 0,
                    RealPointsPerLevel  = 0,
                    BasePoints          = 0,
                    Mechanic            = Effect1_Mehanic,
                    ImplicitTargetA     = Effect1_ImplicitTargetA,
                    ImplicitTargetB     = Effect1_ImplicitTargetB,
                    Radius              = Effect1_Radius,
                    AuraType            = Effect1_AuraType,
                    Amplitude           = Effect1_Amplitude,
                    ProcValue           = Effect1_ProcValue,
                    ChainTargets        = 0,
                    MiscValue           = Effect1_MiscValue,
                    MiscValueB          = Effect1_MiscValueB,
                    MiscValueC          = Effect1_MiscValueC,
                    TriggerSpellId      = SpellId.None,
                    PointsPerComboPoint = 0
                };
                effect.AffectMask[0] = 0;
                effect.AffectMask[1] = 0;
                effect.AffectMask[2] = 0; // Fix: This is a default AoE effect, thus doesn't have a fact at destination
                if (effect.ImplicitTargetA == ImplicitSpellTargetType.AllEnemiesAroundCaster &&
                    effect.ImplicitTargetB == ImplicitSpellTargetType.AllEnemiesInArea)
                {
                    effect.ImplicitTargetB = ImplicitSpellTargetType.None;
                }
                effects.Add(effect);

                #endregion

                Effects = effects.ToArray();

                PowerCostPercentage = 0;                     // 127+-
                SpellClassSet       = SpellClassSet.Generic; // 131+
                MaxTargets          = 100;                   // 135+

                PreventionType = DamageType == DamageType.Magic ? SpellPreventionType.Magic : SpellPreventionType.Melee;
                //DamageMultipliers

                RequiredToolCategories = new ToolCategory[2]; // 145-146+
                for (int i = 0; i < RequiredToolCategories.Length; i++)
                {
                    RequiredToolCategories[i] = ToolCategory.None;
                }
                RuneCostEntry = new RuneCostEntry();
                if (CooldownTime > 5000)
                {
                    CooldownTime -= 1000;
                }
                else if (CooldownTime > 0)
                {
                    CooldownTime -= 500;
                }

                if (Name.Contains("Party"))
                {
                    Effect0_ImplicitTargetA = ImplicitSpellTargetType.AllParty;
                    Effect1_ImplicitTargetA = ImplicitSpellTargetType.AllParty;
                }
                SpellHandler.AddSpell(this);
            }
            catch (Exception ex)
            {
                LogUtil.WarnException("Error when finalizing data holder of spell {0}. {1}", Name, ex);
            }
        }