using Server.Items; using Server.Multis; namespace Server.Spells.Third { public class MagicLockSpell : MagerySpell, ITargetingSpell { private static readonly SpellInfo _info = new( "Magic Lock", "An Por", 215, 9001, Reagent.Garlic, Reagent.Bloodmoss, Reagent.SulfurousAsh ); public MagicLockSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info) { } public override SpellCircle Circle => SpellCircle.Third; public void Target(Item item) { if (item is not LockableContainer cont) { Caster.SendLocalizedMessage(501762); // Target must be an unlocked chest. } else if (BaseHouse.CheckLockedDownOrSecured(cont)) { // You cannot cast this on a locked down item. Caster.LocalOverheadMessage(MessageType.Regular, 0x22, 501761); } else if (cont.Locked || cont.LockLevel == ILockpickable.CannotPick || cont is ParagonChest) { Caster.SendLocalizedMessage(501762); // Target must be an unlocked chest. } else if (CheckSequence()) { SpellHelper.Turn(Caster, cont); var loc = cont.GetWorldLocation(); Effects.SendLocationParticles( EffectItem.Create(loc, cont.Map, EffectItem.DefaultDuration), 0x376A, 9, 32, 5020 ); Effects.PlaySound(loc, cont.Map, 0x1FA); // The chest is now locked! Caster.LocalOverheadMessage(MessageType.Regular, 0x3B2, 501763); cont.LockLevel = ILockpickable.MagicLock; // signal magic lock cont.Locked = true; } } public override void OnCast() { Caster.Target = new SpellTarget(this); } } }