using System.Collections; namespace Server.Spells.First { public class ReactiveArmorSpell : MagerySpell { private static readonly SpellInfo m_Info = new SpellInfo( "Reactive Armor", "Flam Sanct", 236, 9011, Reagent.Garlic, Reagent.SpidersSilk, Reagent.SulfurousAsh); private static readonly Hashtable m_Table = new Hashtable(); public ReactiveArmorSpell(Mobile caster, Item scroll) : base(caster, scroll, m_Info) { } public override SpellCircle Circle => SpellCircle.First; public static void EndArmor(Mobile m) { if (m_Table.Contains(m)) { ResistanceMod[] mods = (ResistanceMod[])m_Table[m]; if (mods != null) { for (int i = 0; i < mods.Length; ++i) m.RemoveResistanceMod(mods[i]); } m_Table.Remove(m); BuffInfo.RemoveBuff(m, BuffIcon.ReactiveArmor); } } public override void OnCast() { /* The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances. * 15 + (Inscription/20) Physcial bonus * -5 Elemental * The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast. * Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you “turn them off” by casting them again. * (+20 physical -5 elemental at 100 Inscription) */ if (CheckSequence()) { Mobile targ = Caster; ResistanceMod[] mods = (ResistanceMod[])m_Table[targ]; if (mods == null) { targ.PlaySound(0x1E9); targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist); mods = new ResistanceMod[5] { new ResistanceMod(ResistanceType.Physical, 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20)), new ResistanceMod(ResistanceType.Fire, -5), new ResistanceMod(ResistanceType.Cold, -5), new ResistanceMod(ResistanceType.Poison, -5), new ResistanceMod(ResistanceType.Energy, -5) }; m_Table[targ] = mods; for (int i = 0; i < mods.Length; ++i) targ.AddResistanceMod(mods[i]); int physresist = 15 + (int)(targ.Skills[SkillName.Inscribe].Value / 20); string args = string.Format("{0}\t{1}\t{2}\t{3}\t{4}", physresist, 5, 5, 5, 5); BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.ReactiveArmor, 1075812, 1075813, args.ToString())); } else { targ.PlaySound(0x1ED); targ.FixedParticles(0x376A, 9, 32, 5008, EffectLayer.Waist); m_Table.Remove(targ); for (int i = 0; i < mods.Length; ++i) targ.RemoveResistanceMod(mods[i]); BuffInfo.RemoveBuff(Caster, BuffIcon.ReactiveArmor); } } FinishSequence(); } public static bool HasArmor(Mobile m) { return m_Table.ContainsKey(m); } } }