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

            if ( m_Combo == 0 )
            {
                spell = new RemoveCurseSpell( m_Mobile, null );
                ++m_Combo; // Move to next spell
            }
            else if ( m_Combo == 1 )
            {
                spell = new DivineFurySpell( m_Mobile, null );
                ++m_Combo; // Move to next spell
            }
            else if ( m_Combo == 2 )
            {
                spell = new ConsecrateWeaponSpell( 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 DivineFurySpell( m_Mobile, null );
                        else
                            spell = new EnemyOfOneSpell( m_Mobile, null );

                        ++m_Combo; // Move to next spell

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

            return spell;
        }
Esempio n. 4
0
 public InternalTarget(RemoveCurseSpell owner)
     : base(10, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
 }
        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.Swords].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 CleanseByFireSpell( m_Mobile, null );
                }
                else if ( toDispel != null ) // Paladins cant dispel... but its useful.. I know.. Im cheating players this way...
                {
                    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 are going to heal with a spell... disrupt it the only way we can...
                {
                    spell = new DivineFurySpell( m_Mobile, null ); // ... by going nuts on them.
                }
                else if ( SmartAI && ( c.Spell is BloodOathSpell || c.Spell is EvilOmenSpell || c.Spell is StrangleSpell || c.Spell is CurseSpell || c.Spell is WeakenSpell || c.Spell is ClumsySpell ) ) //Are we cursed by a necro or a mage?
                {
                    spell = new RemoveCurseSpell( m_Mobile, null ); // Lets get rid of the curse then.
                }
                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 = ScaleByChivalry( 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;
        }