using System; using System.Collections.Generic; using Server.Items; namespace Server.Spells.Necromancy { public class CurseWeaponSpell : NecromancerSpell { private static SpellInfo m_Info = new SpellInfo( "Curse Weapon", "An Sanct Gra Char", 203, 9031, Reagent.PigIron ); private static Dictionary m_Table = new Dictionary(); public CurseWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.75); public override double RequiredSkill => 0.0; public override int RequiredMana => 7; 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 imbues a weapon with a life draining effect. * Half the damage that the weapon inflicts is added to the necromancer's health. * The effects lasts for (Spirit Speak skill level / 34) + 1 seconds. * * NOTE: Above algorithm is fixed point, should be : * (Spirit Speak skill level / 3.4) + 1 * * TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect? */ Caster.PlaySound(0x387); Caster.FixedParticles(0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head); Caster.FixedParticles(0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255); new SoundEffectTimer(Caster).Start(); TimeSpan duration = TimeSpan.FromSeconds(Caster.Skills.SpiritSpeak.Value / 3.4 + 1.0); m_Table.TryGetValue(weapon, out ExpireTimer timer); timer?.Stop(); weapon.Cursed = 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.OneSecond; } protected override void OnTick() { m_Weapon.Cursed = false; Effects.PlaySound(m_Weapon.GetWorldLocation(), m_Weapon.Map, 0xFA); m_Table.Remove(m_Weapon); } } private class SoundEffectTimer : Timer { private Mobile m_Mobile; public SoundEffectTimer(Mobile m) : base(TimeSpan.FromSeconds(0.75)) { m_Mobile = m; Priority = TimerPriority.FiftyMS; } protected override void OnTick() { m_Mobile.PlaySound(0xFA); } } } }