using System; using System.Collections.Generic; using Server.Items; namespace Server.Spells.Chivalry { public class ConsecrateWeaponSpell : PaladinSpell { private static SpellInfo m_Info = new SpellInfo( "Consecrate Weapon", "Consecrus Arma", -1, 9002 ); private static Dictionary m_Table = new Dictionary(); public ConsecrateWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.5); public override double RequiredSkill => 15.0; public override int RequiredMana => 10; public override int RequiredTithing => 10; public override int MantraNumber => 1060720; // Consecrus Arma public override bool BlocksMovement => false; public override void OnCast() { if (!(Caster.Weapon is BaseWeapon weapon) || weapon is Fists) { Caster.SendLocalizedMessage(501078); // You must be holding a weapon. } else if (CheckSequence()) { /* Temporarily enchants the weapon the caster is currently wielding. * The type of damage the weapon inflicts when hitting a target will * be converted to the target's worst Resistance type. * Duration of the effect is affected by the caster's Karma and lasts for 3 to 11 seconds. */ int itemID, soundID; switch (weapon.Skill) { case SkillName.Macing: itemID = 0xFB4; soundID = 0x232; break; case SkillName.Archery: itemID = 0x13B1; soundID = 0x145; break; default: itemID = 0xF5F; soundID = 0x56; break; } Caster.PlaySound(0x20C); Caster.PlaySound(soundID); Caster.FixedParticles(0x3779, 1, 30, 9964, 3, 3, EffectLayer.Waist); IEntity from = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z), Caster.Map); IEntity to = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z + 50), Caster.Map); Effects.SendMovingParticles(from, to, itemID, 1, 0, false, false, 33, 3, 9501, 1, 0, EffectLayer.Head, 0x100); double seconds = ComputePowerValue(20); // TODO: Should caps be applied? if (seconds < 3.0) seconds = 3.0; else if (seconds > 11.0) seconds = 11.0; TimeSpan duration = TimeSpan.FromSeconds(seconds); m_Table.TryGetValue(weapon, out ExpireTimer timer); timer?.Stop(); weapon.Consecrated = true; m_Table[weapon] = timer = new ExpireTimer(weapon, duration); timer.Start(); } FinishSequence(); } private class ExpireTimer : Timer { private BaseWeapon m_Weapon; public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay) { m_Weapon = weapon; Priority = TimerPriority.FiftyMS; } protected override void OnTick() { m_Weapon.Consecrated = false; Effects.PlaySound(m_Weapon.GetWorldLocation(), m_Weapon.Map, 0x1F8); m_Table.Remove(m_Weapon); } } } }