protected override void OnTarget( Mobile from, object targeted )
{
from.RevealingAction();
if ( !(targeted is Mobile) )
{
from.SendLocalizedMessage( 1049528 ); // You cannot calm that!
}
else if ( from.Region.IsPartOf( typeof( Engines.ConPVP.SafeZone ) ) )
{
from.SendMessage( "You may not peacemake in this area." );
}
else if ( ((Mobile)targeted).Region.IsPartOf( typeof( Engines.ConPVP.SafeZone ) ) )
{
from.SendMessage( "You may not peacemake there." );
}
else if ( !m_Instrument.IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1062488 ); // The instrument you are trying to play is no longer in your backpack!
}
else
{
m_SetSkillTime = false;
from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds( 10.0 );
if ( targeted == from )
{
// Standard mode : reset combatants for everyone in the area
if ( !BaseInstrument.CheckMusicianship( from ) )
{
from.SendLocalizedMessage( 500612 ); // You play poorly, and there is no effect.
m_Instrument.PlayInstrumentBadly( from );
m_Instrument.ConsumeUse( from );
}
else if ( !from.CheckSkill( SkillName.Peacemaking, 0.0, 120.0 ) )
{
from.SendLocalizedMessage( 500613 ); // You attempt to calm everyone, but fail.
m_Instrument.PlayInstrumentBadly( from );
m_Instrument.ConsumeUse( from );
}
else
{
from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds( 5.0 );
m_Instrument.PlayInstrumentWell( from );
m_Instrument.ConsumeUse( from );
Map map = from.Map;
if ( map != null )
{
int range = BaseInstrument.GetBardRange( from, SkillName.Peacemaking );
bool calmed = false;
foreach ( Mobile m in from.GetMobilesInRange( range ) )
{
if ((m is BaseCreature && ((BaseCreature)m).Uncalmable) || (m is BaseCreature && ((BaseCreature)m).AreaPeaceImmune) || m == from || !from.CanBeHarmful ( m, false ))
continue;
calmed = true;
m.SendLocalizedMessage( 500616 ); // You hear lovely music, and forget to continue battling!
m.Combatant = null;
m.Warmode = false;
if ( m is BaseCreature && !((BaseCreature)m).BardPacified )
((BaseCreature)m).Pacify( from, DateTime.UtcNow + TimeSpan.FromSeconds( 1.0 ) );
}
if ( !calmed )
from.SendLocalizedMessage( 1049648 ); // You play hypnotic music, but there is nothing in range for you to calm.
else
from.SendLocalizedMessage( 500615 ); // You play your hypnotic music, stopping the battle.
}
}
}
else
{
// Target mode : pacify a single target for a longer duration
Mobile targ = (Mobile)targeted;
if ( !from.CanBeHarmful( targ, false ) )
{
from.SendLocalizedMessage( 1049528 );
m_SetSkillTime = true;
}
else if ( targ is BaseCreature && ((BaseCreature)targ).Uncalmable )
{
from.SendLocalizedMessage( 1049526 ); // You have no chance of calming that creature.
m_SetSkillTime = true;
}
else if ( targ is BaseCreature && ((BaseCreature)targ).BardPacified )
{
from.SendLocalizedMessage( 1049527 ); // That creature is already being calmed.
m_SetSkillTime = true;
}
else if ( !BaseInstrument.CheckMusicianship( from ) )
{
from.SendLocalizedMessage( 500612 ); // You play poorly, and there is no effect.
from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds( 5.0 );
m_Instrument.PlayInstrumentBadly( from );
m_Instrument.ConsumeUse( from );
}
else
{
double diff = m_Instrument.GetDifficultyFor( targ ) - 10.0;
double music = from.Skills[SkillName.Musicianship].Value;
if ( music > 100.0 )
diff -= (music - 100.0) * 0.5;
if ( !from.CheckTargetSkill( SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0 ) )
{
from.SendLocalizedMessage( 1049531 ); // You attempt to calm your target, but fail.
m_Instrument.PlayInstrumentBadly( from );
m_Instrument.ConsumeUse( from );
}
else
{
m_Instrument.PlayInstrumentWell( from );
m_Instrument.ConsumeUse( from );
from.NextSkillTime = DateTime.UtcNow + TimeSpan.FromSeconds( 5.0 );
if ( targ is BaseCreature )
{
BaseCreature bc = (BaseCreature)targ;
from.SendLocalizedMessage( 1049532 ); // You play hypnotic music, calming your target.
targ.Combatant = null;
targ.Warmode = false;
double seconds = 100 - (diff / 1.5);
if ( seconds > 120 )
seconds = 120;
else if ( seconds < 10 )
seconds = 10;
bc.Pacify( from, DateTime.UtcNow + TimeSpan.FromSeconds( seconds ) );
}
else
{
from.SendLocalizedMessage( 1049532 ); // You play hypnotic music, calming your target.
targ.SendLocalizedMessage( 500616 ); // You hear lovely music, and forget to continue battling!
targ.Combatant = null;
targ.Warmode = false;
}
}
}
}
}
}
}