예제 #1
0
        private static void HandleQueueWeaponSkill(NWCreature activator, Data.Entity.Perk entity, IPerkHandler ability, Feat spellFeatID)
        {
            var    perkFeat           = DataService.PerkFeat.GetByFeatID((int)spellFeatID);
            int?   cooldownCategoryID = ability.CooldownCategoryID(activator, entity.CooldownCategoryID, perkFeat.PerkLevelUnlocked);
            var    cooldownCategory   = DataService.CooldownCategory.GetByID(Convert.ToInt32(cooldownCategoryID));
            string queueUUID          = Guid.NewGuid().ToString();

            activator.SetLocalInt("ACTIVE_WEAPON_SKILL", entity.ID);
            activator.SetLocalString("ACTIVE_WEAPON_SKILL_UUID", queueUUID);
            activator.SetLocalInt("ACTIVE_WEAPON_SKILL_FEAT_ID", (int)spellFeatID);
            activator.SendMessage("Weapon skill '" + entity.Name + "' queued for next attack.");
            SendAOEMessage(activator, activator.Name + " readies weapon skill '" + entity.Name + "'.");

            ApplyCooldown(activator, cooldownCategory, ability, perkFeat.PerkLevelUnlocked, 0.0f);

            // Player must attack within 30 seconds after queueing or else it wears off.
            _.DelayCommand(30f, () =>
            {
                if (activator.GetLocalString("ACTIVE_WEAPON_SKILL_UUID") == queueUUID)
                {
                    activator.DeleteLocalInt("ACTIVE_WEAPON_SKILL");
                    activator.DeleteLocalString("ACTIVE_WEAPON_SKILL_UUID");
                    activator.DeleteLocalInt("ACTIVE_WEAPON_SKILL_FEAT_ID");
                    activator.SendMessage("Your weapon skill '" + entity.Name + "' is no longer queued.");
                    SendAOEMessage(activator, activator.Name + " no longer has weapon skill '" + entity.Name + "' readied.");
                }
            });
        }
예제 #2
0
        /// <summary>
        /// Ends a creature's concentration effect immediately.
        /// No message is sent by this method, so be sure to send one if you need to inform a player.
        /// </summary>
        /// <param name="creature">The creatures whose concentration we're ending.</param>
        public static void EndConcentrationEffect(NWCreature creature)
        {
            if (creature.IsPlayer)
            {
                Player player = DataService.Player.GetByID(creature.GlobalID);
                if (player.ActiveConcentrationPerkID == null)
                {
                    return;
                }

                player.ActiveConcentrationPerkID = null;
                player.ActiveConcentrationTier   = 0;
                DataService.SubmitDataChange(player, DatabaseActionType.Update);
            }
            else
            {
                creature.DeleteLocalInt("ACTIVE_CONCENTRATION_PERK_ID");
            }

            creature.DeleteLocalInt("ACTIVE_CONCENTRATION_ABILITY_TICK");
            creature.DeleteLocalObject("CONCENTRATION_TARGET");
            creature.RemoveEffect(EffectTypeScript.SkillIncrease); // Remove the effect icon.

            ConcentratingCreatures.Remove(creature);
        }
예제 #3
0
        private void ApplyEffect(NWCreature creature, NWObject target, int spellTier)
        {
            Effect effectMindShield;

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            case 2:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Confused));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Dominate));     // Force Pursuade is DOMINATION effect

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            case 3:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Confused));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Dominate));     // Force Pursuade is DOMINATION effect

                if (target.GetLocalInt("FORCE_DRAIN_IMMUNITY") == 1)
                {
                    creature.SetLocalInt("FORCE_DRAIN_IMMUNITY", 0);
                }
                creature.DelayAssignCommand(() =>
                {
                    creature.DeleteLocalInt("FORCE_DRAIN_IMMUNITY");
                }, 6.1f);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            // Play VFX
            _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.Dur_Mind_Affecting_Positive), target);

            if (creature.IsPlayer)
            {
                SkillService.RegisterPCToAllCombatTargetsForSkill(creature.Object, SkillType.ForceControl, null);
            }
        }
예제 #4
0
        private void ApplyEffect(NWCreature creature, NWObject target, int spellTier)
        {
            Effect effectMindShield;

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            case 2:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_CONFUSED));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_DOMINATE));     // Force Pursuade is DOMINATION effect

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            case 3:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_CONFUSED));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_DOMINATE));     // Force Pursuade is DOMINATION effect

                if (target.GetLocalInt("FORCE_DRAIN_IMMUNITY") == 1)
                {
                    creature.SetLocalInt("FORCE_DRAIN_IMMUNITY", 0);
                }
                creature.DelayAssignCommand(() =>
                {
                    creature.DeleteLocalInt("FORCE_DRAIN_IMMUNITY");
                }, 6.1f);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            // Play VFX
            _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectVisualEffect(_.VFX_DUR_MIND_AFFECTING_POSITIVE), target);
        }
예제 #5
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer        player     = user.Object;
            ResourceQuality quality    = (ResourceQuality)target.GetLocalInt("RESOURCE_QUALITY");
            int             tier       = target.GetLocalInt("RESOURCE_TIER");
            int             remaining  = target.GetLocalInt("RESOURCE_COUNT") - 1;
            string          itemResref = target.GetLocalString("RESOURCE_RESREF");
            int             gemChance  = ResourceService.CalculateChanceForComponentBonus(player, tier, quality);
            int             roll       = RandomService.Random(1, 100);
            int             rank       = SkillService.GetPCSkillRank(player, SkillType.Harvesting);

            if (item.RecommendedLevel < rank)
            {
                rank = item.RecommendedLevel;
            }

            int difficulty = (tier - 1) * 10 + ResourceService.GetDifficultyAdjustment(quality);
            int delta      = difficulty - rank;

            int baseXP = 0;

            if (delta >= 6)
            {
                baseXP = 400;
            }
            else if (delta == 5)
            {
                baseXP = 350;
            }
            else if (delta == 4)
            {
                baseXP = 325;
            }
            else if (delta == 3)
            {
                baseXP = 300;
            }
            else if (delta == 2)
            {
                baseXP = 250;
            }
            else if (delta == 1)
            {
                baseXP = 225;
            }
            else if (delta == 0)
            {
                baseXP = 200;
            }
            else if (delta == -1)
            {
                baseXP = 150;
            }
            else if (delta == -2)
            {
                baseXP = 100;
            }
            else if (delta == -3)
            {
                baseXP = 50;
            }
            else if (delta == -4)
            {
                baseXP = 25;
            }

            int itemHarvestBonus = item.HarvestingBonus;
            int scanningBonus    = user.GetLocalInt(target.GlobalID.ToString());

            gemChance += itemHarvestBonus * 2 + scanningBonus * 2;

            baseXP = baseXP + scanningBonus * 5;

            // Spawn the normal resource.
            NWItem resource = CreateItemOnObject(itemResref, player);

            user.SendMessage("You harvest " + resource.Name + ".");

            // If player meets the chance to acquire a gem, create one and modify its properties.
            if (quality > ResourceQuality.Low && roll <= gemChance)
            {
                // Gemstone quality is determined by the quality of the vein.
                switch (quality)
                {
                case ResourceQuality.Normal:
                    resource = CreateItemOnObject("flawed_gemstone", player);
                    break;

                case ResourceQuality.High:
                    resource = CreateItemOnObject("gemstone", player);
                    break;

                case ResourceQuality.VeryHigh:
                    resource = CreateItemOnObject("perfect_gemstone", player);
                    break;
                }

                var ip = ResourceService.GetRandomComponentBonusIP(quality);
                BiowareXP2.IPSafeAddItemProperty(resource, ip.Item1, 0.0f, AddItemPropertyPolicy.IgnoreExisting, true, true);

                switch (ip.Item2)
                {
                case 0:
                    resource.Name = ColorTokenService.Green(resource.Name);
                    break;

                case 1:
                    resource.Name = ColorTokenService.Blue(resource.Name);
                    break;

                case 2:
                    resource.Name = ColorTokenService.Purple(resource.Name);
                    break;

                case 3:
                    resource.Name = ColorTokenService.Orange(resource.Name);
                    break;

                case 4:
                    resource.Name = ColorTokenService.LightPurple(resource.Name);
                    break;

                case 5:
                    resource.Name = ColorTokenService.Yellow(resource.Name);
                    break;

                case 6:
                    resource.Name = ColorTokenService.Red(resource.Name);
                    break;

                case 7:
                    resource.Name = ColorTokenService.Cyan(resource.Name);
                    break;
                }

                user.SendMessage("You harvest " + resource.Name + ".");
            }

            float decayMinimum = 0.03f;
            float decayMaximum = 0.07f;

            if (delta > 0)
            {
                decayMinimum += delta * 0.1f;
                decayMaximum += delta * 0.1f;
            }

            DurabilityService.RunItemDecay(player, item, RandomService.RandomFloat(decayMinimum, decayMaximum));
            int xp = baseXP;

            SkillService.GiveSkillXP(player, SkillType.Harvesting, xp);

            if (remaining <= 0)
            {
                NWPlaceable prop = target.GetLocalObject("RESOURCE_PROP_OBJ");

                if (prop.IsValid)
                {
                    prop.Destroy();
                }

                target.Destroy();
                user.DeleteLocalInt(target.GlobalID.ToString());
            }
            else
            {
                target.SetLocalInt("RESOURCE_COUNT", remaining);
            }

            ApplyEffectAtLocation(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Fnf_Summon_Monster_3), target.Location);
        }
예제 #6
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer        player        = user.Object;
            ResourceQuality quality       = (ResourceQuality)target.GetLocalInt("RESOURCE_QUALITY");
            int             tier          = target.GetLocalInt("RESOURCE_TIER");
            int             remaining     = target.GetLocalInt("RESOURCE_COUNT") - 1;
            string          itemResref    = target.GetLocalString("RESOURCE_RESREF");
            int             ipBonusChance = _resource.CalculateChanceForComponentBonus(player, tier, quality);
            int             roll          = _random.Random(1, 100);
            int             rank          = _skill.GetPCSkillRank(player, SkillType.Harvesting);

            if (item.RecommendedLevel < rank)
            {
                rank = item.RecommendedLevel;
            }

            int difficulty = (tier - 1) * 10 + _resource.GetDifficultyAdjustment(quality);
            int delta      = difficulty - rank;

            int baseXP = 0;

            if (delta >= 6)
            {
                baseXP = 400;
            }
            else if (delta == 5)
            {
                baseXP = 350;
            }
            else if (delta == 4)
            {
                baseXP = 325;
            }
            else if (delta == 3)
            {
                baseXP = 300;
            }
            else if (delta == 2)
            {
                baseXP = 250;
            }
            else if (delta == 1)
            {
                baseXP = 225;
            }
            else if (delta == 0)
            {
                baseXP = 200;
            }
            else if (delta == -1)
            {
                baseXP = 150;
            }
            else if (delta == -2)
            {
                baseXP = 100;
            }
            else if (delta == -3)
            {
                baseXP = 50;
            }
            else if (delta == -4)
            {
                baseXP = 25;
            }

            int itemHarvestBonus = item.HarvestingBonus;
            int scanningBonus    = user.GetLocalInt(target.GlobalID.ToString());

            ipBonusChance += itemHarvestBonus * 2 + scanningBonus * 2;

            baseXP = baseXP + scanningBonus * 5;

            NWItem resource = _.CreateItemOnObject(itemResref, player.Object);

            if (roll <= ipBonusChance)
            {
                var ip = _resource.GetRandomComponentBonusIP(quality);
                _biowareXP2.IPSafeAddItemProperty(resource, ip.Item1, 0.0f, AddItemPropertyPolicy.IgnoreExisting, true, true);

                switch (ip.Item2)
                {
                case 0:
                    resource.Name = _color.Green(resource.Name);
                    break;

                case 1:
                    resource.Name = _color.Blue(resource.Name);
                    break;

                case 2:
                    resource.Name = _color.Purple(resource.Name);
                    break;

                case 3:
                    resource.Name = _color.Orange(resource.Name);
                    break;
                }
            }

            float decayMinimum = 0.03f;
            float decayMaximum = 0.07f;

            if (delta > 0)
            {
                decayMinimum += delta * 0.1f;
                decayMaximum += delta * 0.1f;
            }

            user.SendMessage("You harvest " + resource.Name + ".");
            _durability.RunItemDecay(player, item, _random.RandomFloat(decayMinimum, decayMaximum));
            int xp = baseXP;

            _skill.GiveSkillXP(player, SkillType.Harvesting, xp);

            if (remaining <= 0)
            {
                NWPlaceable prop = target.GetLocalObject("RESOURCE_PROP_OBJ");

                if (prop.IsValid)
                {
                    prop.Destroy();
                }

                target.Destroy();
                user.DeleteLocalInt(target.GlobalID.ToString());
            }
            else
            {
                target.SetLocalInt("RESOURCE_COUNT", remaining);
            }

            _.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, _.EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), target.Location);
        }
예제 #7
0
        public bool Run(params object[] args)
        {
            using (new Profiler(nameof(FinishAbilityUse)))
            {
                // These arguments are sent from the AbilityService's ActivateAbility method.
                NWCreature activator    = (NWCreature)args[0];
                string     spellUUID    = Convert.ToString(args[1]);
                int        perkID       = (int)args[2];
                NWObject   target       = (NWObject)args[3];
                int        pcPerkLevel  = (int)args[4];
                int        spellTier    = (int)args[5];
                float      armorPenalty = (float)args[6];

                // Get the relevant perk information from the database.
                Data.Entity.Perk dbPerk = DataService.Single <Data.Entity.Perk>(x => x.ID == perkID);

                // The execution type determines how the perk behaves and the rules surrounding it.
                PerkExecutionType executionType = dbPerk.ExecutionTypeID;

                // Get the class which handles this perk's behaviour.
                IPerkHandler perk = PerkService.GetPerkHandler(perkID);

                // Pull back cooldown information.
                int?cooldownID            = perk.CooldownCategoryID(activator, dbPerk.CooldownCategoryID, spellTier);
                CooldownCategory cooldown = cooldownID == null ? null : DataService.SingleOrDefault <CooldownCategory>(x => x.ID == cooldownID);

                // If the activator interrupted the spell or died, we can bail out early.
                if (activator.GetLocalInt(spellUUID) == (int)SpellStatusType.Interrupted || // Moved during casting
                    activator.CurrentHP < 0 || activator.IsDead)                            // Or is dead/dying
                {
                    activator.DeleteLocalInt(spellUUID);
                    return(false);
                }

                // Remove the temporary UUID which is tracking this spell cast.
                activator.DeleteLocalInt(spellUUID);

                // Force Abilities, Combat Abilities, Stances, and Concentration Abilities
                if (executionType == PerkExecutionType.ForceAbility ||
                    executionType == PerkExecutionType.CombatAbility ||
                    executionType == PerkExecutionType.Stance ||
                    executionType == PerkExecutionType.ConcentrationAbility)
                {
                    // Run the impact script.
                    perk.OnImpact(activator, target, pcPerkLevel, spellTier);

                    // If an animation is specified for this perk, play it now.
                    if (dbPerk.CastAnimationID != null && dbPerk.CastAnimationID > 0)
                    {
                        activator.AssignCommand(() => { _.ActionPlayAnimation((int)dbPerk.CastAnimationID, 1f, 1f); });
                    }

                    // If the target is an NPC, assign enmity towards this creature for that NPC.
                    if (target.IsNPC)
                    {
                        AbilityService.ApplyEnmity(activator, target.Object, dbPerk);
                    }
                }

                // Adjust creature's current FP, if necessary.
                // Adjust FP only if spell cost > 0
                PerkFeat perkFeat = DataService.Single <PerkFeat>(x => x.PerkID == perkID && x.PerkLevelUnlocked == spellTier);
                int      fpCost   = perk.FPCost(activator, perkFeat.BaseFPCost, spellTier);

                if (fpCost > 0)
                {
                    int currentFP = AbilityService.GetCurrentFP(activator);
                    int maxFP     = AbilityService.GetMaxFP(activator);
                    currentFP -= fpCost;
                    AbilityService.SetCurrentFP(activator, currentFP);
                    activator.SendMessage(ColorTokenService.Custom("FP: " + currentFP + " / " + maxFP, 32, 223, 219));
                }

                // Notify activator of concentration ability change and also update it in the DB.
                if (executionType == PerkExecutionType.ConcentrationAbility)
                {
                    AbilityService.StartConcentrationEffect(activator, perkID, spellTier);
                    activator.SendMessage("Concentration ability activated: " + dbPerk.Name);

                    // The Skill Increase effect icon and name has been overwritten. Apply the effect to the player now.
                    // This doesn't do anything - it simply gives a visual cue that the player has an active concentration effect.
                    _.ApplyEffectToObject(_.DURATION_TYPE_PERMANENT, _.EffectSkillIncrease(_.SKILL_USE_MAGIC_DEVICE, 1), activator);
                }

                // Handle applying cooldowns, if necessary.
                if (cooldown != null)
                {
                    AbilityService.ApplyCooldown(activator, cooldown, perk, spellTier, armorPenalty);
                }

                // Mark the creature as no longer busy.
                activator.IsBusy = false;

                // Mark the spell cast as complete.
                activator.SetLocalInt(spellUUID, (int)SpellStatusType.Completed);

                return(true);
            }
        }
예제 #8
0
        private bool UseFeat(int featID, string featName, NWCreature caster, NWCreature target)
        {
            // Note - this code is loosely based on code from AbilityService.  However, the perk interface
            // is written assuming players will always be using perks.  To allow NPCs to use them requires some hackery.
            int perkLevel = (int)caster.ChallengeRating / 5;

            if (perkLevel < 1)
            {
                perkLevel = 1;
            }

            if (caster.Area.Resref != target.Area.Resref ||
                _.LineOfSightObject(caster.Object, target.Object) == 0)
            {
                return(false);
            }

            // Give NPCs a bit longer range than most PCs.
            if (_.GetDistanceBetween(caster, target) > 20.0f)
            {
                return(false);
            }

            // Note - NPCs are assumed to have infinite FPs.
            if (_.GetIsDead(caster) == 1)
            {
                return(false);
            }

            // Cooldown of 1 round.
            string   timeout    = caster.GetLocalString("TIMEOUT_" + featName);
            DateTime unlockTime = DateTime.UtcNow;

            if (!string.IsNullOrWhiteSpace(timeout))
            {
                unlockTime = DateTime.Parse(timeout);
            }
            DateTime now = DateTime.UtcNow;

            if (unlockTime > now)
            {
                return(false);
            }
            else
            {
                unlockTime = now.AddSeconds(6);
                caster.SetLocalString("TIMEOUT_" + featName, unlockTime.ToString());
            }

            // Do the actual force attack.  Code taken from perks.
            if (featID == (int)CustomFeatType.ForceLightning)
            {
                int length;
                int dotAmount;

                int         basePotency;
                const float Tier1Modifier = 1.0f;
                const float Tier2Modifier = 1.6f;
                const float Tier3Modifier = 2.2f;
                const float Tier4Modifier = 0;

                switch (perkLevel)
                {
                case 1:
                    basePotency = 15;
                    length      = 0;
                    dotAmount   = 0;
                    break;

                case 2:
                    basePotency = 20;
                    length      = 6;
                    dotAmount   = 4;
                    break;

                case 3:
                    basePotency = 25;
                    length      = 6;
                    dotAmount   = 6;
                    break;

                case 4:
                    basePotency = 40;
                    length      = 12;
                    dotAmount   = 6;
                    break;

                case 5:
                    basePotency = 50;
                    length      = 12;
                    dotAmount   = 6;
                    break;

                case 6:
                    basePotency = 60;
                    length      = 12;
                    dotAmount   = 6;
                    break;

                case 7:
                    basePotency = 70;
                    length      = 12;
                    dotAmount   = 6;
                    break;

                case 8:
                    basePotency = 80;
                    length      = 12;
                    dotAmount   = 8;
                    break;

                case 9:
                    basePotency = 90;
                    length      = 12;
                    dotAmount   = 8;
                    break;

                default:
                    basePotency = 100;
                    length      = 12;
                    dotAmount   = 10;
                    break;
                }

                var calc = CombatService.CalculateForceDamage(
                    caster,
                    target.Object,
                    ForceAbilityType.Electrical,
                    basePotency,
                    Tier1Modifier,
                    Tier2Modifier,
                    Tier3Modifier,
                    Tier4Modifier);

                caster.AssignCommand(() => {
                    _.SetFacingPoint(target.Location.Position);
                    _.ActionPlayAnimation(ANIMATION_LOOPING_CONJURE1, 1.0f, 1.0f);
                });

                caster.SetLocalInt("CASTING", 1);

                _.DelayCommand(1.0f, () =>
                {
                    caster.AssignCommand(() =>
                    {
                        Effect damage = _.EffectDamage(calc.Damage, DAMAGE_TYPE_ELECTRICAL);
                        _.ApplyEffectToObject(DURATION_TYPE_INSTANT, damage, target);
                    });

                    if (length > 0.0f && dotAmount > 0)
                    {
                        CustomEffectService.ApplyCustomEffect(caster, target.Object, CustomEffectType.ForceShock, length, perkLevel, dotAmount.ToString());
                    }

                    caster.AssignCommand(() =>
                    {
                        _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectVisualEffect(VFX_BEAM_LIGHTNING), target, 1.0f);
                        caster.DeleteLocalInt("CASTING");
                    });

                    CombatService.AddTemporaryForceDefense(target.Object, ForceAbilityType.Electrical);
                });
            }
            else if (featID == (int)CustomFeatType.DrainLife)
            {
                float       recoveryPercent;
                int         basePotency;
                const float Tier1Modifier = 1;
                const float Tier2Modifier = 2;
                const float Tier3Modifier = 0;
                const float Tier4Modifier = 0;

                switch (perkLevel)
                {
                case 1:
                    basePotency     = 10;
                    recoveryPercent = 0.2f;
                    break;

                case 2:
                    basePotency     = 15;
                    recoveryPercent = 0.2f;
                    break;

                case 3:
                    basePotency     = 20;
                    recoveryPercent = 0.4f;
                    break;

                case 4:
                    basePotency     = 25;
                    recoveryPercent = 0.4f;
                    break;

                default:
                    basePotency     = 30;
                    recoveryPercent = 0.5f;
                    break;
                }

                var calc = CombatService.CalculateForceDamage(
                    caster,
                    target.Object,
                    ForceAbilityType.Dark,
                    basePotency,
                    Tier1Modifier,
                    Tier2Modifier,
                    Tier3Modifier,
                    Tier4Modifier);

                caster.AssignCommand(() => {
                    _.SetFacingPoint(target.Location.Position);
                    _.ActionPlayAnimation(ANIMATION_LOOPING_CONJURE1, 1.0f, 1.0f);
                });
                caster.SetLocalInt("CASTING", 1);

                _.DelayCommand(1.0f, () =>
                {
                    _.AssignCommand(caster, () =>
                    {
                        int heal = (int)(calc.Damage * recoveryPercent);
                        if (heal > target.CurrentHP)
                        {
                            heal = target.CurrentHP;
                        }

                        _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectDamage(calc.Damage), target);
                        _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(heal), caster);
                        _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectVisualEffect(VFX_BEAM_MIND), target, 1.0f);
                        caster.DeleteLocalInt("CASTING");
                    });
                });


                CombatService.AddTemporaryForceDefense(target.Object, ForceAbilityType.Dark);
            }

            return(true);
        }