servuo/Scripts/Spells/First/ReactiveArmor.cs
TrueUO fb1802305f Bug Fixes
- Removed unneeded usings
- World chat log now has a Config option. Turned off by default now.
- Added two new timer priorities.
- Fixed a crash with box of ropes.
- Consolidation of the Pathing movements and algorithms.
- Correctly makes sure you are inside the house you are trying to place addons in.
2020-09-21 09:53:44 -04:00

100 lines
No EOL
3.6 KiB
C#

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);
}
}
}