SadPanda
Initiate
How would I made stealth auto renew so someone doesn't have to use the skill again once hidden?
Code:
using System;
using Server.Items;
using Server.Mobiles;
namespace Server.SkillHandlers
{
public class Stealth
{
private static readonly int[,] m_ArmorTable = new int[,]
{
// Gorget Gloves Helmet Arms Legs Chest Shield
/* Cloth */ { 0, 0, 0, 0, 0, 0, 0 },
/* Leather */ { 0, 0, 0, 0, 0, 0, 0 },
/* Studded */ { 2, 2, 0, 4, 6, 10, 0 },
/* Bone */ { 0, 5, 10, 10, 15, 25, 0 },
/* Spined */ { 0, 0, 0, 0, 0, 0, 0 },
/* Horned */ { 0, 0, 0, 0, 0, 0, 0 },
/* Barbed */ { 0, 0, 0, 0, 0, 0, 0 },
/* Ring */ { 0, 5, 0, 10, 15, 25, 0 },
/* Chain */ { 0, 0, 10, 0, 15, 25, 0 },
/* Plate */ { 5, 5, 10, 10, 15, 25, 0 },
/* Dragon */ { 0, 5, 10, 10, 15, 25, 0 }
};
public static double HidingRequirement
{
get
{
return (Core.ML ? 30.0 : (Core.SE ? 50.0 : 80.0));
}
}
public static int[,] ArmorTable
{
get
{
return m_ArmorTable;
}
}
public static void Initialize()
{
SkillInfo.Table[(int)SkillName.Stealth].Callback = new SkillUseCallback(OnUse);
}
public static int GetArmorRating(Mobile m)
{
if (!Core.AOS)
return (int)m.ArmorRating;
int ar = 0;
for (int i = 0; i < m.Items.Count; i++)
{
BaseArmor armor = m.Items[i] as BaseArmor;
if (armor == null)
continue;
int materialType = (int)armor.MaterialType;
int bodyPosition = (int)armor.BodyPosition;
if (materialType >= m_ArmorTable.GetLength(0) || bodyPosition >= m_ArmorTable.GetLength(1))
continue;
if (armor.ArmorAttributes.MageArmor == 0)
ar += m_ArmorTable[materialType, bodyPosition];
}
return ar;
}
public static TimeSpan OnUse(Mobile m)
{
if (!m.Hidden)
{
m.SendLocalizedMessage(502725); // You must hide first
}
else if (m.Skills[SkillName.Hiding].Base < HidingRequirement)
{
m.SendLocalizedMessage(502726); // You are not hidden well enough. Become better at hiding.
m.RevealingAction();
BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
}
else if (!m.CanBeginAction(typeof(Stealth)))
{
m.SendLocalizedMessage(1063086); // You cannot use this skill right now.
m.RevealingAction();
BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
}
else
{
int armorRating = GetArmorRating(m);
if (armorRating >= (Core.AOS ? 42 : 26)) //I have a hunch '42' was chosen cause someone's a fan of DNA
{
m.SendLocalizedMessage(502727); // You could not hope to move quietly wearing this much armor.
m.RevealingAction();
BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
}
else if (m.CheckSkill(SkillName.Stealth, -20.0 + (armorRating * 2), (Core.AOS ? 60.0 : 80.0) + (armorRating * 2)))
{
int steps = (int)(m.Skills[SkillName.Stealth].Value / (Core.AOS ? 5.0 : 10.0));
if (steps < 1)
steps = 1;
m.AllowedStealthSteps = steps;
PlayerMobile pm = m as PlayerMobile; // IsStealthing should be moved to Server.Mobiles
if (pm != null)
pm.IsStealthing = true;
m.SendLocalizedMessage(502730); // You begin to move quietly.
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.HidingAndOrStealth, 1044107, 1075655));
return TimeSpan.FromSeconds(10.0);
}
else
{
m.SendLocalizedMessage(502731); // You fail in your attempt to move unnoticed.
m.RevealingAction();
BuffInfo.RemoveBuff(m, BuffIcon.HidingAndOrStealth);
}
}
return TimeSpan.FromSeconds(10.0);
}
}
}