public override bool DoEffect(Mobile from, Mobile target) { if (from.CanSee(target) && from.CanBeHarmful(target) && from.InLOS(target) && target.Alive) { ManaDrainSpell.DoEffect(from, target, (int)SpellCircle.Fifth); return(true); } return(false); }
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); }
public Spell GetMagerySpell() { Spell spell = null; // always check for bless, per OSI spell = this.CheckBless(); if (spell != null) { if (this.m_Mobile.Debug) { this.m_Mobile.Say(1156, "Blessing my self"); } return(spell); } // always check for curse, per OSI spell = this.CheckCurse(); if (spell != null) { if (this.m_Mobile.Debug) { this.m_Mobile.Say(1156, "Cursing my opponent"); } return(spell); } // 25% chance to cast poison if needed if (this.m_Mobile.Combatant is Mobile && !((Mobile)m_Mobile.Combatant).Poisoned && Utility.RandomDouble() > 0.75) { if (this.m_Mobile.Debug) { this.m_Mobile.Say(1156, "Casting Poison"); } spell = new PoisonSpell(this.m_Mobile, null); } // scaling chance to drain mana based on how much of a caster the opponent is if (this.CheckManaDrain() > 0.75) { if (this.m_Mobile.Skills[SkillName.Magery].Value > 80.0) { spell = new ManaVampireSpell(this.m_Mobile, null); } else if (this.m_Mobile.Skills[SkillName.Magery].Value > 40.0) { spell = new ManaDrainSpell(this.m_Mobile, null); } if (spell != null) { if (this.m_Mobile.Debug) { this.m_Mobile.Say(1156, "Draining mana"); } return(spell); } } // 10% chance to summon help if (this.m_CanUseMagerySummon && Utility.RandomDouble() > 0.90) { spell = this.CheckMagerySummon(); if (spell != null) { if (this.m_Mobile.Debug) { this.m_Mobile.Say(1156, "Summoning help"); } return(spell); } } // Let's just blast the hell out of them. return(this.GetRandomMageryDamageSpell()); }
public override bool DoActionCombat() { m_Mobile.DebugSay("doing DoActionCombat"); Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; // check to see if our attack priority has changed Mobile newTarget = null; if (PriorityTarget(c, out newTarget) == true) { m_Mobile.DebugSay("Higher priority target found switching targets"); m_Mobile.Combatant = c = newTarget; m_Mobile.FocusMob = null; } if (m_Mobile.CanReveal) { if (c == null) { // If we can Recall() a player via FindHiddenTarget, make them our new Combatant. // Keep in mind, CombatTimer.OnTick() will set the Combatant to null if it sees that the mobile is hidden, // for this reason, we make this check in DoActionGuard and again in DoActionCombat if the Combatant is null. Mobile mx = FindHiddenTarget(); if (mx != null) { m_Mobile.DebugSay("C: Ah, I remembered {0}!", mx.Name); c = m_Mobile.Combatant = mx; } } // if we can reveal and our target just hid and we Recall them, lets try to reveal if (c != null && c.Hidden && ShortTermMemory.Recall(c) && c.Alive && !c.IsDeadBondedPet && m_Mobile.CanBeHarmful(c, false) && !m_Mobile.Controlled) { // we will keep retrying the reveal if (DoProcessReveal(c)) { return(true); } else { m_Mobile.DebugSay("Failed reveal attempt"); } } } 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.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.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 (c != null) { int strMod = GetStatMod(c, StatType.Str); Mobile toDispel = null; //dont worry about creatures/pets useing these spells, only players. if (c is PlayerMobile && SmartAI && (c.Spell is MagicTrapSpell || c.Spell is MagicArrowSpell)) { EnemyCountersPara = true; } if (UsesPotions && RefreshPotCount >= 1 && m_Mobile.Stam < 20) { DrinkRefresh(m_Mobile); } if (m_Mobile.Paralyzed) { UseTrapPouch(m_Mobile); } TrapPouch(m_Mobile); if ((c.Paralyzed || c.Frozen) && PreferMagic() == true) { if (m_Mobile.InRange(c, 3)) { RunAround(c); } } if (PreferMagic() == true) { 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 (UsesBandages && (IsDamaged || IsPoisoned) && m_Mobile.Skills.Healing.Base > 20.0) { TimeSpan ts = TimeUntilBandage; if (ts == TimeSpan.MaxValue) { StartBandage(m_Mobile, m_Mobile); } } if (IsPoisoned && UsesPotions && CurePotCount >= 1) { if (m_Mobile.Poison.Level >= 3 || Combo != -1 || m_Mobile.Mana < 30) { DrinkCure(m_Mobile); } } if (IsDamaged && UsesPotions && HealPotCount >= 1) { if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3) { if (m_Mobile.Hits < (m_Mobile.HitsMax * .25) || m_Mobile.Mana < (m_Mobile.ManaMax * .25)) { DrinkHeal(m_Mobile); } } } if (m_Mobile.Skills[SkillName.Magery].Value >= 50.0 && m_Mobile.Spell == null && DateTime.Now >= m_Mobile.NextSpellTime) { m_Mobile.DebugSay("Doing spell selection"); // We are ready to cast a spell Spell spell = null; toDispel = FindDispelTarget(true); //woot weaken block up to lightening! ISpell i = c.Spell; if (i != null && i.IsCasting) { Spell s = (Spell)i; if (m_Mobile.Hits <= 40 && (s.MaxDamage >= 12 || (s is PoisonSpell && !IsPoisoned && CurePotCount == 0))) { m_Mobile.DebugSay("Damage is {0}", s.MaxDamage); spell = new WeakenSpell(m_Mobile, null); } } // Top cast priority is cure - may override the previous assignment else if (IsPoisoned) { spell = new CureSpell(m_Mobile, null); int level = (m_Mobile.Poison.Level + 1); if (level > 0 && (((m_Mobile.Skills[SkillName.Magery].Value / level) - 20) * 7.5) > 50) { spell = new CureSpell(m_Mobile, null); } else { spell = new ArchCureSpell(m_Mobile, null); } } //were hurt they have atleast half life and were to low on mana to finish them start healing else if (m_Mobile.Hits < 70 && c.Hits > 50 && m_Mobile.Mana < 30) { spell = new HealSpell(m_Mobile, null); } // Something dispellable is attacking us else if (toDispel != null) { if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3) { if (UsesPotions && HealPotCount >= 1 && m_Mobile.Hits < (m_Mobile.HitsMax - 20)) { DrinkHeal(m_Mobile); } else if (m_Mobile.Hits < (m_Mobile.HitsMax - 20)) { spell = new HealSpell(m_Mobile, null); } } spell = DoDispel(toDispel); } // a friend needs healed else if (CrossHeals && FindHealTarget(true) != null) { spell = new GreaterHealSpell(m_Mobile, null); } //target has reflect up hit is with ManaDrain till down else if (c.MagicDamageAbsorb > 5) { spell = new ManaDrainSpell(m_Mobile, null); } // We are doing a spell combo else if (Combo != -1) { spell = DoCombo(c); } //keep them weakened. else if (m_Mobile.Mana >= 40 && strMod >= 0 && !c.Paralyzed) { spell = new WeakenSpell(m_Mobile, null); } else { spell = ChooseSpell(c); } if (spell != null && m_Mobile.InRange(c, 12)) { spell.Cast(); } } if (SmartAI && toDispel != null) { if (m_Mobile.InRange(toDispel, 8) && !toDispel.Paralyzed) { RunFrom(toDispel); } } else if (HoldingWeapon() == true && PreferMagic() == false) { m_Mobile.DebugSay("I will prefer my weapon over magic"); RunTo(c, CanRun); } else { if (c is BaseCreature && ((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned && !c.Paralyzed && m_Mobile.InRange(c, 6)) { RunFrom(c); } if (c is BaseCreature && (((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned) && !m_Mobile.InRange(c, 10)) { RunTo(c, CanRun); } if (RegainingMana == false) { if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned)) { RunTo(c, CanRun); } } else { if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned)) { if (m_Mobile.InRange(c, 4)) { RunAround(c); } if (!m_Mobile.InRange(c, 6)) { RunTo(c, CanRun); } } m_Mobile.UseSkill(SkillName.Meditation); } } return(true); } return(true); }