Пример #1
0
        public static void AddBerserk(Mobile m)
        {
            if (_Table == null)
            {
                _Table = new Dictionary <Mobile, BerserkTimer>();
            }

            _Table[m] = new BerserkTimer(m);
        }
Пример #2
0
        public override void OnDamage( int amount, Mobile from, bool willKill )
        {
            int disruptThreshold;

            if ( from != null && from.IsPlayer )
                disruptThreshold = 18;
            else
                disruptThreshold = 25;

            if ( amount > disruptThreshold )
            {
                BandageContext c = BandageContext.GetContext( this );

                if ( c != null )
                    c.Slip();
            }

            if ( FloorTrapKit.IsAssembling( this ) )
                FloorTrapKit.StopAssembling( this, 1113512 ); // You are hit and cease trap assembly.

            if ( ExplodingTarPotion.IsSlept( this ) )
                ExplodingTarPotion.RemoveEffect( this );

            if ( Confidence.IsRegenerating( this ) )
                Confidence.StopRegenerating( this );

            WeightOverloading.FatigueOnDamage( this, amount );

            if ( m_ReceivedHonorContext != null )
                m_ReceivedHonorContext.OnTargetDamaged( from, amount );
            if ( m_SentHonorContext != null )
                m_SentHonorContext.OnSourceDamaged( from, amount );

            if ( amount > 0 && ParalyzingBlow.UnderEffect( this ) )
            {
                this.Frozen = false;
                ParalyzingBlow.m_Table.Remove( this );
            }

            #region Gargoyle Berserk
            if ( Race == Race.Gargoyle && !willKill && !Berserk )
            {
                if ( ( (float) ( Hits - amount ) / HitsMax ) < 0.8 )
                {
                    if ( m_BerserkTimer != null )
                        m_BerserkTimer.Stop();

                    m_BerserkTimer = new BerserkTimer( this );
                    m_BerserkTimer.Start();
                }
            }
            #endregion

            int soulCharge = ArmorAttributes.GetValue( this, ArmorAttribute.SoulCharge );

            if ( soulCharge > 0 && Mana < ManaMax )
            {
                int mana = (int) ( amount * soulCharge / 100.0 );

                if ( mana > 0 )
                {
                    Mana += mana;

                    Effects.SendPacket( this, Map, new TargetParticleEffect( this, 0x375A, 1, 10, 0x71, 2, 0x1AE9, 0, 0 ) );
                    SendLocalizedMessage( 1113636 ); // The soul charge effect converts some of the damage you received into mana.
                }
            }

            GainBattleLust();

            #region Durability
            Layer layer;

            switch ( Utility.Random( 18 ) )
            {
                default:
                case 0:
                    layer = Layer.Shoes;
                    break;
                case 1:
                    layer = Layer.Pants;
                    break;
                case 2:
                    layer = Layer.Shirt;
                    break;
                case 3:
                    layer = Layer.Helm;
                    break;
                case 4:
                    layer = Layer.Gloves;
                    break;
                case 5:
                    layer = Layer.Ring;
                    break;
                case 6:
                    layer = Layer.Talisman;
                    break;
                case 7:
                    layer = Layer.Neck;
                    break;
                case 8:
                    layer = Layer.Waist;
                    break;
                case 9:
                    layer = Layer.InnerTorso;
                    break;
                case 10:
                    layer = Layer.Bracelet;
                    break;
                case 11:
                    layer = Layer.MiddleTorso;
                    break;
                case 12:
                    layer = Layer.Earrings;
                    break;
                case 13:
                    layer = Layer.Arms;
                    break;
                case 14:
                    layer = Layer.Cloak;
                    break;
                case 15:
                    layer = Layer.OuterTorso;
                    break;
                case 16:
                    layer = Layer.OuterLegs;
                    break;
                case 17:
                    layer = Layer.InnerLegs;
                    break;
            }

            IWearableDurability armor = this.FindItemOnLayer( layer ) as IWearableDurability;

            if ( armor != null && armor.CanLoseDurability )
                armor.OnHit( amount ); // call OnHit to lose durability
            #endregion

            base.OnDamage( amount, from, willKill );
        }