protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature) { BaseCreature creature = (BaseCreature)targeted; if (m_Creature.Unprovokable || creature.Unprovokable) { from.SendAsciiMessage("You have no chance of provoking those creatures."); } else if (m_Creature.Map != creature.Map || !m_Creature.InRange(creature, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendAsciiMessage("The creatures you are trying to provoke are too far away from each other for your music to have an effect."); } else if (m_Creature != creature) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(creature)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(creature, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendAsciiMessage("You play poorly, and there is no effect."); m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.DoHarmful(m_Creature); from.DoHarmful(creature); if (!from.CheckTargetSkill(SkillName.Provocation, creature, 0, 100)) { from.SendAsciiMessage("Your music fails to incite enough anger."); m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendAsciiMessage("Your music succeeds, as you start a fight."); m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, creature, true); } } } } else { from.SendAsciiMessage("You can't tell someone to attack themselves!"); } } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature || (from is BaseCreature && ((BaseCreature)from).CanProvoke)) { BaseCreature creature = targeted as BaseCreature; Mobile target = targeted as Mobile; bool questTargets = QuestTargets(creature, from); if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else if (m_Creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (creature != null && creature.Unprovokable && !(creature is DemonKnight) && !questTargets) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != target.Map || !m_Creature.InRange(target, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (m_Creature != target) { from.NextSkillTime = Core.TickCount + 10000; double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(target)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; double peace = from.Skills[SkillName.Peacemaking].Value; double disco = from.Skills[SkillName.Discordance].Value; int masteryBonus = 0; if (from is PlayerMobile) { masteryBonus = Spells.SkillMasteries.BardSpell.GetMasteryBonus((PlayerMobile)from, SkillName.Provocation); } if (masteryBonus > 0) { diff -= (diff * ((double)masteryBonus / 100)); } if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (peace >= 100.0) { diff -= 5.0; } if (disco >= 100.0) { diff -= 5.0; } if (questTargets || (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(target, true))) { if (from.Player && !BaseInstrument.CheckMusicianship(from)) { from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000)); from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, target, diff - 25.0, diff + 25.0)) { from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000)); from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, target, true); #region Bard Mastery Quest if (questTargets) { BaseQuest quest = QuestHelper.GetQuest((PlayerMobile)from, typeof(IndoctrinationOfABattleRouserQuest)); if (quest != null) { foreach (BaseObjective objective in quest.Objectives) { objective.Update(creature); } } } #endregion } } } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } else { from.SendLocalizedMessage(501589); // You can't incite that! } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (!(targeted is Mobile)) { from.SendAsciiMessage("You cannot calm that!"); // You cannot calm that! } else if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendAsciiMessage("The instrument you are trying to play is no longer in your backpack!"); // The instrument you are trying to play is no longer in your backpack! } else { m_SetSkillTime = false; from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); if (targeted == from) { // Standard mode : reset combatants for everyone in the area if (!BaseInstrument.CheckMusicianship(from)) { from.SendAsciiMessage("You play poorly, and there is no effect."); // m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 100.0)) { from.SendAsciiMessage("You attempt to calm everyone, but fail."); // m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; foreach (Mobile m in from.GetMobilesInRange(range)) { if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || m == from || !from.CanBeHarmful(m, false)) { continue; } calmed = true; m.SendAsciiMessage("You hear lovely music, and forget to continue battling!"); // m.Combatant = null; m.Warmode = false; if (m is BaseCreature && !((BaseCreature)m).BardPacified) { ((BaseCreature)m).Pacify(from, DateTime.Now + TimeSpan.FromSeconds(1.0)); } } if (!calmed) { from.SendAsciiMessage("You play hypnotic music, but there is nothing in range for you to calm."); // } else { from.SendAsciiMessage("You play your hypnotic music, stopping the battle."); // } } } } else { // Target mode : pacify a single target for a longer duration Mobile targ = (Mobile)targeted; if (!from.CanBeHarmful(targ, false)) { from.SendLocalizedMessage(1049528); m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).Uncalmable) { from.SendAsciiMessage("You have no chance of calming that creature."); // m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).BardPacified) { from.SendAsciiMessage("That creature is already being calmed."); // m_SetSkillTime = true; } else if (!BaseInstrument.CheckMusicianship(from)) { from.SendAsciiMessage("You play poorly, and there is no effect."); // from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { double diff = m_Instrument.GetDifficultyFor(targ) - 10.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0)) { from.SendAsciiMessage("You attempt to calm your target, but fail."); // m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); if (targ is BaseCreature) { BaseCreature bc = (BaseCreature)targ; from.SendAsciiMessage("You play hypnotic music, calming your target."); // targ.Combatant = null; targ.Warmode = false; double seconds = 100 - (diff / 1.5); if (seconds > 120) { seconds = 120; } else if (seconds < 10) { seconds = 10; } bc.Pacify(from, DateTime.Now + TimeSpan.FromSeconds(seconds)); } else { from.SendAsciiMessage("You play hypnotic music, calming your target."); // targ.SendAsciiMessage("You hear lovely music, and forget to continue battling!"); // targ.Combatant = null; targ.Warmode = false; } } } } } }
public InternalSecondTarget(Mobile from, BaseInstrument instrument, BaseCreature creature) : base(BaseInstrument.GetBardRange(from, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; m_Creature = creature; if (from is PlayerMobile) { ((PlayerMobile)from).ResetPlayerAction(this); } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (!(targeted is Mobile)) { from.SendLocalizedMessage(1049528); // You cannot calm that! } else if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else { m_SetSkillTime = false; int masteryBonus = 0; if (from is PlayerMobile) { masteryBonus = Spells.SkillMasteries.BardSpell.GetMasteryBonus((PlayerMobile)from, SkillName.Peacemaking); } if (targeted == from) { // Standard mode : reset combatants for everyone in the area if (from.Player && !BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000)); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 120.0)) { from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000)); } else { from.NextSkillTime = Core.TickCount + 5000; m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; IPooledEnumerable eable = from.GetMobilesInRange(range); foreach (Mobile m in eable) { if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || (m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful(m, false, false, true)) { continue; } calmed = true; m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! m.Combatant = null; m.Warmode = false; if (m is BaseCreature && !((BaseCreature)m).BardPacified) { ((BaseCreature)m).Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(1.0)); } } eable.Free(); if (!calmed) { from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm. } else { from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle. } } } } else { // Target mode : pacify a single target for a longer duration Mobile targ = (Mobile)targeted; if (!from.CanBeHarmful(targ, false, false, true)) { from.SendLocalizedMessage(1049528); m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).Uncalmable) { from.SendLocalizedMessage(1049526); // You have no chance of calming that creature. m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).BardPacified) { from.SendLocalizedMessage(1049527); // That creature is already being calmed. m_SetSkillTime = true; } else if (from.Player && !BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. from.NextSkillTime = Core.TickCount + 5000; m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { double diff = m_Instrument.GetDifficultyFor(targ) - 10.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (masteryBonus > 0) { diff -= (diff * ((double)masteryBonus / 100)); } if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(1049531); // You attempt to calm your target, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (10000 - ((masteryBonus / 5) * 1000)); } else { m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (5000 - ((masteryBonus / 5) * 1000)); if (targ is BaseCreature) { BaseCreature bc = (BaseCreature)targ; from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.Combatant = null; targ.Warmode = false; double seconds = 100 - (diff / 1.5); if (seconds > 120) { seconds = 120; } else if (seconds < 10) { seconds = 10; } bc.Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(seconds)); #region Bard Mastery Quest if (from is PlayerMobile) { BaseQuest quest = QuestHelper.GetQuest((PlayerMobile)from, typeof(TheBeaconOfHarmonyQuest)); if (quest != null) { foreach (BaseObjective objective in quest.Objectives) { objective.Update(bc); } } } #endregion } else { from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! targ.Combatant = null; targ.Warmode = false; } } } } } }
public InternalFirstTarget(Mobile from, BaseInstrument instrument) : base(BaseInstrument.GetBardRange(from, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature) { BaseCreature creature = (BaseCreature)targeted; if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else if (m_Creature.UnprovokableTarget) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != creature.Map || !m_Creature.InRange(creature, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (m_Creature != creature) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(7.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(creature)) * 0.35) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(creature, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(5.0); from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.DoHarmful(m_Creature); from.DoHarmful(creature); if (!from.CheckTargetSkill(SkillName.Provocation, creature, diff - 25.0, diff + 25.0)) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(5.0); from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, creature, true); } } } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } else { from.SendLocalizedMessage(501589); // You can't incite that! } }
public InternalSecondTarget(Mobile from, BaseInstrument instrument, Mobile angry) : base(BaseInstrument.GetBardRange(from, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; m_Angry = angry; }
protected override void OnTarget(Mobile from, object targeted) { //from.RevealingAction(); if (m_Angry is BaseCreature) { BaseCreature m_Creature = m_Angry as BaseCreature; if (targeted is TeiravonMobile) { TeiravonMobile tav = targeted as TeiravonMobile; if (m_Creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != tav.Map || !m_Creature.InRange(tav, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(tav)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from is TeiravonMobile) { diff -= ((TeiravonMobile)from).PlayerLevel; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(tav, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, tav, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, tav, true); } } } } } if (targeted is BaseCreature) { BaseCreature creature = (BaseCreature)targeted; if (m_Creature.Unprovokable || creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != creature.Map || !m_Creature.InRange(creature, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (m_Creature != creature) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(creature)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(creature, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, creature, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, creature, true); } } } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } } if (m_Angry is TeiravonMobile) { TeiravonMobile m_Creature = m_Angry as TeiravonMobile; if (targeted is TeiravonMobile) { TeiravonMobile tav = targeted as TeiravonMobile; if (m_Creature.Map != tav.Map || !m_Creature.InRange(tav, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(tav)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(tav, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, tav, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Combatant = tav; m_Creature.LocalOverheadMessage(MessageType.Regular, 0x22, true, String.Format(AggressedFormat, tav.Name)); m_Creature.Warmode = true; } } } } } if (targeted is BaseCreature) { BaseCreature creature = (BaseCreature)targeted; if (creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != creature.Map || !m_Creature.InRange(creature, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(creature)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(creature, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, creature, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.LocalOverheadMessage(MessageType.Regular, 0x22, true, String.Format(AggressedFormat, creature.Name)); m_Creature.Combatant = creature; m_Creature.Warmode = true; } } } } } } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (!(targeted is Mobile)) { from.SendLocalizedMessage(1049528); // You cannot calm that! } else { m_SetSkillTime = false; from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); if (targeted == from) { // Standard mode : reset combatants for everyone in the area if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 100.0)) { from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; IPooledEnumerable eable = from.GetMobilesInRange(range); foreach (Mobile m in eable) { // execute the new Peace Action, and allow the NPC to speak out! if (m is BaseCreature) { ((BaseCreature)m).OnPeace(); } if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || m == from || !from.CanBeHarmful(m, false)) { continue; } calmed = true; m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! m.Combatant = null; m.Warmode = false; if (m is BaseCreature && !((BaseCreature)m).BardPacified) { ((BaseCreature)m).Pacify(from, DateTime.Now + TimeSpan.FromSeconds(1.0)); } } eable.Free(); if (!calmed) { from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm. } else { from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle. } } } } else { // Target mode : pacify a single target for a longer duration Mobile targ = (Mobile)targeted; // wea: made this an aggressive action from.DoHarmful(targ); // execute the new Peace Action, and allow the NPC to speak out! if (targ is BaseCreature) { ((BaseCreature)targ).OnPeace(); } if (!from.CanBeHarmful(targ, false)) { from.SendLocalizedMessage(1049528); m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).Uncalmable) { from.SendLocalizedMessage(1049526); // You have no chance of calming that creature. m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).BardPacified) { from.SendLocalizedMessage(1049527); // That creature is already being calmed. m_SetSkillTime = true; } else if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { double diff = m_Instrument.GetDifficultyFor(targ) - 10.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(1049531); // You attempt to calm your target, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); if (targ is BaseCreature) { BaseCreature bc = (BaseCreature)targ; from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.Combatant = null; targ.Warmode = false; double seconds = 100 - (diff / 1.5); if (seconds > 120) { seconds = 120; } else if (seconds < 10) { seconds = 10; } bc.Pacify(from, DateTime.Now + TimeSpan.FromSeconds(seconds)); } else { from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! targ.Combatant = null; targ.Warmode = false; } } } } } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature) { BaseCreature creature = (BaseCreature)targeted; if (m_Creature.Unprovokable || creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != creature.Map || !m_Creature.InRange(creature, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. from.Target = new InternalFirstTarget(from, m_Instrument); } else if (m_Creature != creature) { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(creature)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(creature, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //Pix: 11/10/2004 - the following two lines (DoHarmfuls) were commented out //in the RunUO1.0RC0 release... I don't know why. // They need to be here, however, because provocation *is* an aggressive action // AND because NOT having them here let's people use IOBs and provoke without risk. from.DoHarmful(m_Creature); from.DoHarmful(creature); if (!from.CheckTargetSkill(SkillName.Provocation, creature, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, creature, true); } } } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } //SMD 4/7/2004: allow for targetting a player else if (targeted is PlayerMobile) { PlayerMobile player = (PlayerMobile)targeted; if (m_Creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != player.Map || !m_Creature.InRange(player, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. from.Target = new InternalFirstTarget(from, m_Instrument); } // wea: added check to ensure creature & player IOB alignment are not IOBAlignment.None else if (m_Creature.IOBAlignment == player.IOBAlignment && player.IOBAlignment != IOBAlignment.None) //&& player.IOBEquipped ) { from.SendMessage("That creature refuses to attack its ally."); m_Instrument.ConsumeUse(from); } else //valid pair { from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds(10.0); //Appropriate skill delay added by Old Salty double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(player)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(player, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.DoHarmful(m_Creature); from.DoHarmful(player); if (!from.CheckTargetSkill(SkillName.Provocation, player, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, player, true); } } } } } //end of else (target is player) } //end of OnTarget()
public static void OnPickedInstrument(Mobile from, BaseInstrument instrument) { from.RevealingAction(); if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. instrument.PlayInstrumentBadly(from); instrument.ConsumeUse(from); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 100.0)) { from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail. instrument.PlayInstrumentBadly(from); instrument.ConsumeUse(from); } else { instrument.PlayInstrumentWell(from); instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; foreach (Mobile m in from.GetMobilesInRange(range)) { BaseCreature bc = m as BaseCreature; if ((bc != null && bc.Uncalmable) || m == from) { continue; } calmed = true; m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! m.Combatant = null; if (!m.Player) { m.Warmode = false; } if (bc != null && !bc.BardPacified) { bc.Pacify(from, DateTime.Now + TimeSpan.FromSeconds(2.5)); } } if (!calmed) { from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm. } else { from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle. } } } }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (!(targeted is Mobile)) { from.SendLocalizedMessage(1049528); // You cannot calm that! } else if (from.Region.IsPartOf(typeof(Engines.ConPVP.SafeZone))) { from.SendMessage("You may not peacemake in this area."); } else if (((Mobile)targeted).Region.IsPartOf(typeof(Engines.ConPVP.SafeZone))) { from.SendMessage("You may not peacemake there."); } else if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else { m_SetSkillTime = false; from.NextSkillTime = Core.TickCount + 10000; if (targeted == from) { // Standard mode : reset combatants for everyone in the area if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 120.0)) { from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.NextSkillTime = Core.TickCount + 5000; m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; foreach (Mobile m in from.GetMobilesInRange(range)) { if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || (m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful(m, false)) { continue; } calmed = true; m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! m.Combatant = null; m.Warmode = false; if (m is BaseCreature bc && !bc.BardPacified) { bc.Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(1.0)); } } if (!calmed) { from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm. } else { from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle. } } } } else { // Target mode : pacify a single target for a longer duration Mobile targ = (Mobile)targeted; if (!from.CanBeHarmful(targ, false)) { from.SendLocalizedMessage(1049528); m_SetSkillTime = true; } else if (targ is BaseCreature tbc && tbc.Uncalmable) { from.SendLocalizedMessage(1049526); // You have no chance of calming that creature. m_SetSkillTime = true; }
public InternalFirstTarget(Mobile from, BaseInstrument instrument) : base(BaseInstrument.GetBardRange(from, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; if (from is PlayerMobile) { ((PlayerMobile)from).ResetPlayerAction(this); } }
public InternalTarget(Mobile from, BaseInstrument instrument) : base(BaseInstrument.GetBardRange(from, SkillName.Peacemaking), false, TargetFlags.None) { m_Instrument = instrument; }
public bool IsDiscordable(Mobile m) { return(IsTargeteable(m) && !Discordance.IsDiscorded(m) && m.InRange(this, BaseInstrument.GetBardRange(this, SkillName.Discordance))); }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); var entity = targeted as IEntity; if (XmlScript.HasTrigger(entity, TriggerName.onTargeted) && UberScriptTriggers.Trigger( entity, from, TriggerName.onTargeted, null, null, null, 0, null, SkillName.Peacemaking, from.Skills[SkillName.Peacemaking].Value)) { return; } if (!(targeted is Mobile)) { from.SendLocalizedMessage(1049528); // You cannot calm that! } else if (from.Region.IsPartOf(typeof(SafeZone))) { from.SendMessage("You may not peacemake here."); } else if (((Mobile)targeted).Region.IsPartOf(typeof(SafeZone))) { from.SendMessage("You may not peacemake there."); } else if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else { m_SetSkillTime = false; from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds(10.0); if (targeted == from) { // Standard mode : reset combatants for everyone in the area if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, from.EraAOS ? 120.0 : from.Skills[SkillName.Peacemaking].Cap)) { from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds(5.0); m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); Map map = from.Map; if (map != null) { int range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking); bool calmed = false; foreach (Mobile m in from.GetMobilesInRange(range)) { if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || (m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful(m, false)) { continue; } calmed = true; m.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! m.Combatant = null; m.Warmode = false; if (m is BaseCreature && !((BaseCreature)m).BardPacified) { ((BaseCreature)m).Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(3.0)); } } if (!calmed) { from.SendLocalizedMessage(1049648); // You play hypnotic music, but there is nothing in range for you to calm. } else { from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle. } } } } else { // Target mode : pacify a single target for a longer duration var targ = (Mobile)targeted; if (!from.CanBeHarmful(targ, false)) { from.SendLocalizedMessage(1049528); m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).Uncalmable) { from.SendLocalizedMessage(1049526); // You have no chance of calming that creature. m_SetSkillTime = true; } else if (targ is BaseCreature && ((BaseCreature)targ).BardPacified) { from.SendLocalizedMessage(1049527); // That creature is already being calmed. m_SetSkillTime = true; } else if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds(5.0); m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { double diff = m_Instrument.GetDifficultyFor(targ) - 10.0; double music = from.Skills[SkillName.Musicianship].Value; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0)) { from.SendLocalizedMessage(1049531); // You attempt to calm your target, but fail. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds(5.0); if (targ is BaseCreature) { var bc = (BaseCreature)targ; from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.Combatant = null; targ.Warmode = false; double seconds = 100 - (diff / 1.5); if (seconds > 120) { seconds = 120; } else if (seconds < 10) { seconds = 10; } bc.Pacify(from, DateTime.UtcNow + TimeSpan.FromSeconds(seconds)); } else { from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target. targ.SendLocalizedMessage(500616); // You hear lovely music, and forget to continue battling! targ.Combatant = null; targ.Warmode = false; } } } } } }
public bool IsProvokable(BaseCreature bc) { return(IsTargeteable(bc) && !bc.BardImmune && !bc.BardPacified && !bc.IsDeadBondedPet && bc.InRange(this, BaseInstrument.GetBardRange(this, SkillName.Provocation))); }
public InternalSecondTarget(Mobile from, BaseInstrument instrument, BaseCreature creature) : base(BaseInstrument.GetBardRange(from, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; m_Creature = creature; }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature) { BaseCreature bc_Target = targeted as BaseCreature; if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else if (bc_Target.Unprovokable) { from.SendMessage("That creature is not provokable."); } else if (bc_FirstCreature.Map != bc_Target.Map || !bc_FirstCreature.InRange(bc_Target, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (BaseBoat.FindBoatAt(bc_Target.Location, bc_Target.Map) != null) { from.SendMessage("You may not provoke creatures in sea vessels."); } else if (bc_FirstCreature != bc_Target) { if (from.CanBeHarmful(bc_FirstCreature, true) && from.CanBeHarmful(bc_Target, true)) { if (bc_FirstCreature.NextBardingEffectAllowed > DateTime.UtcNow) { string timeRemaining = Utility.CreateTimeRemainingString(DateTime.UtcNow, bc_FirstCreature.NextBardingEffectAllowed, false, true, true, true, true); from.SendMessage("Your original target is not vulnerable to barding attempts for another " + timeRemaining + "."); return; } if (bc_Target.NextBardingEffectAllowed > DateTime.UtcNow) { string timeRemaining = Utility.CreateTimeRemainingString(DateTime.UtcNow, bc_Target.NextBardingEffectAllowed, false, true, true, true, true); from.SendMessage("That target is not vulnerable to barding attempts for another " + timeRemaining + "."); return; } if (!BaseInstrument.CheckMusicianship(from)) { from.SendMessage("You struggle with basic musicianship and your song has no effect."); m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationFailureCooldown * 1000); return; } } else { return; } double creatureDifficulty = Math.Max(bc_FirstCreature.InitialDifficulty, bc_Target.InitialDifficulty); double firstEffectiveBardSkill = from.Skills[SkillName.Peacemaking].Value + BaseInstrument.GetBardBonusSkill(from, bc_FirstCreature, m_Instrument); double secondEffectiveBardSkill = from.Skills[SkillName.Peacemaking].Value + BaseInstrument.GetBardBonusSkill(from, bc_Target, m_Instrument); double effectiveBardSkill = Math.Max(firstEffectiveBardSkill, secondEffectiveBardSkill); double successChance = BaseInstrument.GetBardSuccessChance(effectiveBardSkill, creatureDifficulty); TimeSpan effectDuration = BaseInstrument.GetBardDuration(bc_Target, creatureDifficulty); if (BaseInstrument.CheckSkillGain(successChance)) { from.CheckSkill(SkillName.Provocation, 0.0, 120.0, 1.0); } if (from.AccessLevel > AccessLevel.Player) { from.SendMessage("Chance of success was: " + Math.Round(successChance * 100, 3).ToString() + "%"); } if (Utility.RandomDouble() <= successChance) { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); bc_FirstCreature.Provoke(from, bc_Target, true, effectDuration, false); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationSuccessCooldown * 1000); } else { m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationFailureCooldown * 1000); string failureMessage = BaseInstrument.GetFailureMessage(successChance, SkillName.Provocation); from.SendMessage(failureMessage); } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } else if (targeted is PlayerMobile) { PlayerMobile player = (PlayerMobile)targeted; if (bc_FirstCreature.Map != player.Map || !bc_FirstCreature.InRange(player, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (BaseBoat.FindBoatAt(player.Location, player.Map) != null) { from.SendMessage("You may not provoke creatures in sea vessels."); } else { if (from.CanBeHarmful(bc_FirstCreature, true) && from.CanBeHarmful(player, true)) { if (bc_FirstCreature.NextBardingEffectAllowed > DateTime.UtcNow) { string timeRemaining = Utility.CreateTimeRemainingString(DateTime.UtcNow, bc_FirstCreature.NextBardingEffectAllowed, false, true, true, true, true); from.SendMessage("That target is not vulnerable to barding attempts for another " + timeRemaining + "."); return; } if (!BaseInstrument.CheckMusicianship(from)) { from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationFailureCooldown * 1000); return; } double creatureDifficulty = bc_FirstCreature.InitialDifficulty; double effectiveBardSkill = from.Skills[SkillName.Peacemaking].Value + BaseInstrument.GetBardBonusSkill(from, bc_FirstCreature, m_Instrument); double successChance = BaseInstrument.GetBardSuccessChance(effectiveBardSkill, creatureDifficulty); TimeSpan effectDuration = BaseInstrument.GetBardDuration(bc_FirstCreature, creatureDifficulty); if (BaseInstrument.CheckSkillGain(successChance)) { from.CheckSkill(SkillName.Provocation, 0.0, 120.0, 1.0); } if (from.AccessLevel > AccessLevel.Player) { from.SendMessage("Chance of success was: " + Math.Round(successChance * 100, 3).ToString() + "%"); } if (Utility.RandomDouble() <= successChance) { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); bc_FirstCreature.Provoke(from, player, true, effectDuration, false); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationSuccessCooldown * 1000); } else { m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); from.NextSkillTime = Core.TickCount + (int)(SkillCooldown.ProvocationFailureCooldown * 1000); string failureMessage = BaseInstrument.GetFailureMessage(successChance, SkillName.Provocation); from.SendMessage(failureMessage); } } else { return; } } } else { from.SendLocalizedMessage(501589); // You can't incite that! } }
public DiscordanceTarget(Mobile from, BaseInstrument inst) : base(BaseInstrument.GetBardRange(from, SkillName.Discordance), false, TargetFlags.None) { m_Instrument = inst; }
protected override void OnTarget(Mobile from, object targeted) { from.RevealingAction(); if (targeted is BaseCreature || (from is BaseCreature && ((BaseCreature)from).CanProvoke)) { BaseCreature creature = targeted as BaseCreature; Mobile target = targeted as Mobile; if (!m_Instrument.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1062488); // The instrument you are trying to play is no longer in your backpack! } else if (m_Creature.Unprovokable) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (creature != null && creature.Unprovokable && !(creature is DemonKnight)) { from.SendLocalizedMessage(1049446); // You have no chance of provoking those creatures. } else if (m_Creature.Map != target.Map || !m_Creature.InRange(target, BaseInstrument.GetBardRange(from, SkillName.Provocation))) { from.SendLocalizedMessage(1049450); // The creatures you are trying to provoke are too far away from each other for your music to have an effect. } else if (m_Creature != target) { from.NextSkillTime = Core.TickCount + 10000; double diff = ((m_Instrument.GetDifficultyFor(m_Creature) + m_Instrument.GetDifficultyFor(target)) * 0.5) - 5.0; double music = from.Skills[SkillName.Musicianship].Value; diff += (XmlMobFactions.GetScaledFaction(from, m_Creature, -25, 25, -0.001) + XmlMobFactions.GetScaledFaction(from, target, -25, 25, -0.001)) * 0.5; if (music > 100.0) { diff -= (music - 100.0) * 0.5; } if (from.CanBeHarmful(m_Creature, true) && from.CanBeHarmful(target, true)) { if (!BaseInstrument.CheckMusicianship(from)) { from.NextSkillTime = Core.TickCount + 5000; from.SendLocalizedMessage(500612); // You play poorly, and there is no effect. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { //from.DoHarmful( m_Creature ); //from.DoHarmful( creature ); if (!from.CheckTargetSkill(SkillName.Provocation, target, diff - 25.0, diff + 25.0)) { from.NextSkillTime = Core.TickCount + 5000; from.SendLocalizedMessage(501599); // Your music fails to incite enough anger. m_Instrument.PlayInstrumentBadly(from); m_Instrument.ConsumeUse(from); } else { from.SendLocalizedMessage(501602); // Your music succeeds, as you start a fight. m_Instrument.PlayInstrumentWell(from); m_Instrument.ConsumeUse(from); m_Creature.Provoke(from, target, true); } } } } else { from.SendLocalizedMessage(501593); // You can't tell someone to attack themselves! } } else { from.SendLocalizedMessage(501589); // You can't incite that! } }