Inheritance: MagerySpell
示例#1
0
 public InternalTarget(ManaDrainSpell owner) : base(12, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
 }
示例#2
0
 public InternalSphereTarget(ManaDrainSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Select target...");
 }
示例#3
0
 public InternalTarget( ManaDrainSpell owner )
     : base(12, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
 }
 public InternalSphereTarget(ManaDrainSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Selecione o alvo...");
 }
		public Spell GetMagerySpell()
		{
			Spell spell = null;

			// always check for bless, per OSI
			spell = CheckBless();

			if ( spell != null )
			{
				if ( m_Mobile.Debug )
					m_Mobile.Say( 1156, "Blessing my self" );

				return spell;
			}

			// always check for curse, per OSI
			spell = CheckCurse();

			if ( spell != null )
			{
				if ( m_Mobile.Debug )
					m_Mobile.Say( 1156, "Cursing my opponent" );

				return spell;
			}

			// 25% chance to cast poison if needed
			if ( m_Mobile.Combatant != null && !m_Mobile.Combatant.Poisoned && Utility.RandomDouble() > 0.75 )
			{
				if ( m_Mobile.Debug )
					m_Mobile.Say( 1156, "Casting Poison" );

				spell = new PoisonSpell( m_Mobile, null );
			}

			// scaling chance to drain mana based on how much of a caster the opponent is
			if ( CheckManaDrain() > 0.75 )
			{
				if ( m_Mobile.Skills[SkillName.Magery].Value > 80.0 )
					spell = new ManaVampireSpell( m_Mobile, null );
				else if ( m_Mobile.Skills[SkillName.Magery].Value > 40.0 )
					spell = new ManaDrainSpell( m_Mobile, null );

				if ( spell != null )
				{
					if ( m_Mobile.Debug )
						m_Mobile.Say( 1156, "Draining mana" );

					return spell;
				}
			}

			// 10% chance to summon help
			if ( m_CanUseMagerySummon && Utility.RandomDouble() > 0.90 )
			{
				spell = CheckMagerySummon();

				if ( spell != null )
				{
					if ( m_Mobile.Debug )
						m_Mobile.Say( 1156, "Summoning help" );
					return spell;
				}
			}

			// Let's just blast the hell out of them.
			return GetRandomMageryDamageSpell();
		}
示例#6
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 public InternalTarget(ManaDrainSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
示例#7
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			public InternalTarget(ManaDrainSpell owner)
				: base(owner.Caster.EraML ? 10 : 12, false, TargetFlags.Harmful)
			{
				m_Owner = owner;
			}
示例#8
0
        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;
        }
示例#9
0
 public InternalTarget(ManaDrainSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Harmful)
 {
     this.m_Owner = owner;
 }
示例#10
0
 public InternalTarget(ManaDrainSpell owner)
     : base(owner.Caster.EraML ? 10 : 12, false, TargetFlags.Harmful)
 {
     m_Owner = owner;
 }
		public void ChargedAbilityAttack( Mobile attacker, Mobile defender )
		{
			if ( m_AbilityCharges <= 0 )
				return;

			AbilitySpell m_Spell = null;
			Mobile dummy = DummyCaster;

			switch ( m_ChargedAbility )
			{
				case WeaponChargedAbility.Clumsiness: m_Spell = new ClumsySpell( dummy, null ); break;
				case WeaponChargedAbility.Feeblemindedness: m_Spell = new FeeblemindSpell( dummy, null ); break;
				case WeaponChargedAbility.Weakness: m_Spell = new WeakenSpell( dummy, null ); break;
				case WeaponChargedAbility.Burning : m_Spell = new MagicArrowSpell( dummy, null ); break;
				case WeaponChargedAbility.Wounding: m_Spell = new HarmSpell( dummy, null ); break;
				case WeaponChargedAbility.DragonsBreath:
				case WeaponChargedAbility.DaemonsBreath: m_Spell = new FireballSpell( dummy, null ); break;
				case WeaponChargedAbility.Thunder: m_Spell = new LightningSpell( dummy, null ); break;
				case WeaponChargedAbility.MagesBane: m_Spell = new ManaDrainSpell( dummy, null ); break;
				case WeaponChargedAbility.GhoulsTouch: m_Spell = new ParalyzeSpell( dummy, null ); break;
				case WeaponChargedAbility.Evil: m_Spell = new CurseSpell( dummy, null ); break;
			}

			if ( m_Spell != null )
			{
				m_Spell.OnHit( attacker, defender );
				m_AbilityCharges--;
			}

			dummy.Delete();
		}
示例#12
0
		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 && (Recall(c) || m_Mobile.ConstantFocus == c) && c.Alive && !c.IsDeadBondedPet && m_Mobile.CanBeHarmful(c, false) && !m_Mobile.Controlled)
				{	// we will keep retrying the reveal
					if (DoProcessReveal(c))
						return true;
				}
			}

			if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant
				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					if (m_Mobile.Debug)
						m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;

				}
				else
				{
					m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
					Action = ActionType.Guard;
					return true;
				}

				if (!m_Mobile.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;
		}