public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) { if (mob.fetchEffect("Thief_Hide") != null) { mob.tell("You are already hiding."); return false; } if (mob.isInCombat()) { mob.tell("Not while in combat!"); return false; } if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false; Set<MOB> H = mob.getGroupMembers(new HashSet<MOB>()); if (!H.contains(mob)) H.add(mob); int numBesidesMe = 0; for (Iterator e = H.iterator(); e.hasNext(); ) { MOB M = (MOB) e.next(); if ((M != mob) && (mob.location().isInhabitant(M))) numBesidesMe++; } if (numBesidesMe == 0) { mob.tell("You need a group to set up an ambush!"); return false; } for (int i = 0; i < mob.location().numInhabitants(); i++) { MOB M = mob.location().fetchInhabitant(i); if ((M != null) && (M != mob) && (!H.contains(M)) && (CMLib.flags().canSee(M))) { mob.tell(M, null, null, "<S-NAME> is watching you too closely."); return false; } } boolean success = proficiencyCheck(mob, 0, auto); if (!success) beneficialVisualFizzle(mob, null, "<S-NAME> attempt(s) to set up an ambush, but fail(s)."); else { CMMsg msg = CMClass.getMsg( mob, null, this, auto ? CMMsg.MSG_OK_ACTION : (CMMsg.MSG_DELICATE_HANDS_ACT | CMMsg.MASK_MOVE), "<S-NAME> set(s) up an ambush, directing everyone to hiding places."); if (mob.location().okMessage(mob, msg)) { mob.location().send(mob, msg); invoker = mob; Ability hide = CMClass.getAbility("Thief_Hide"); for (Iterator e = H.iterator(); e.hasNext(); ) { MOB M = (MOB) e.next(); hide.invoke(M, M, true, adjustedLevel(mob, asLevel)); } } else success = false; } return success; }
public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) { Set<MOB> h = properTargets(mob, givenTarget, false); if (h == null) { mob.tell("There doesn't appear to be anyone here worth floating."); return false; } // the invoke method for spells receives as // parameters the invoker, and the REMAINING // command line parameters, divided into words, // and added as String objects to a vector. if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false; boolean success = proficiencyCheck(mob, 0, auto); if (success) { if (mob.location() .show( mob, null, this, verbalCastCode(mob, null, auto), auto ? "" : "^S<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) lightly.^?")) for (Iterator f = h.iterator(); f.hasNext(); ) { MOB target = (MOB) f.next(); // it worked, so build a copy of this ability, // and add it to the affects list of the // affected MOB. Then tell everyone else // what happened. CMMsg msg = CMClass.getMsg(mob, target, this, verbalCastCode(mob, target, auto), null); if (mob.location().okMessage(mob, msg)) { mob.location().send(mob, msg); Spell_FeatherFall fall = new Spell_FeatherFall(); fall.setProficiency(proficiency()); fall.beneficialAffect(mob, target, asLevel, 0); } } } else return beneficialWordsFizzle( mob, null, "<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) lightly, but the spell fizzles."); // return whether it worked return success; }
public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) { Set<MOB> h = properTargets(mob, givenTarget, auto); if ((h == null) || (h.size() == 0)) { mob.tell("There doesn't appear to be anyone here worth repelling."); return false; } // the invoke method for spells receives as // parameters the invoker, and the REMAINING // command line parameters, divided into words, // and added as String objects to a vector. if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false; boolean success = proficiencyCheck(mob, 0, auto); if (success) { if (mob.location() .show( mob, null, this, somanticCastCode(mob, null, auto), auto ? "" : "^S<S-NAME> wave(s) <S-HIS-HER> arms and cast(s) a spell.^?")) for (Iterator f = h.iterator(); f.hasNext(); ) { MOB target = (MOB) f.next(); // it worked, so build a copy of this ability, // and add it to the affects list of the // affected MOB. Then tell everyone else // what happened. CMMsg msg = CMClass.getMsg(mob, target, this, verbalCastCode(mob, target, auto), null); if ((mob.location().okMessage(mob, msg)) && (target.fetchEffect(this.ID()) == null)) { mob.location().send(mob, msg); if (msg.value() <= 0) { amountRemaining = 130; if (target.location() == mob.location()) { success = maliciousAffect( mob, target, asLevel, ((mob.phyStats().level() + (2 * getXLEVELLevel(mob))) * 10), -1); int level = 2; if ((CMLib.ableMapper().qualifyingClassLevel(mob, this) > 0) && ((adjustedLevel(mob, asLevel) - CMLib.ableMapper().qualifyingClassLevel(mob, this)) > 10)) level += ((adjustedLevel(mob, asLevel) - CMLib.ableMapper().qualifyingClassLevel(mob, this)) - 10) / 10; if (level < 2) level = 2; target .location() .show(target, null, CMMsg.MSG_OK_ACTION, "<S-NAME> become(s) repelled!"); if ((target.getVictim() != null) && (target.rangeToTarget() > 0)) target.setAtRange(target.rangeToTarget()); else if (target.location().maxRange() < level) target.setAtRange(target.location().maxRange()); else target.setAtRange(level); if (target.getVictim() != null) target.getVictim().setAtRange(target.rangeToTarget()); if (mob.getVictim() == null) mob.setVictim(null); // correct range if (target.getVictim() == null) target.setVictim(null); // correct range } } } } } else return maliciousFizzle( mob, null, "<S-NAME> wave(s) <S-HIS-HER> arms, but the spell fizzles."); // return whether it worked return success; }