122 lines
3.9 KiB
C#
122 lines
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Spells.Chivalry
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{
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public class ConsecrateWeaponSpell : PaladinSpell
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{
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private static readonly SpellInfo _info = new(
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"Consecrate Weapon",
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"Consecrus Arma",
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-1,
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9002
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);
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private static readonly Dictionary<BaseWeapon, ExpireTimer> _table = new();
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public ConsecrateWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.5);
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public override double RequiredSkill => 15.0;
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public override int RequiredMana => 10;
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public override int RequiredTithing => 10;
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public override int MantraNumber => 1060720; // Consecrus Arma
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public override bool BlocksMovement => false;
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public override void OnCast()
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{
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if (Caster.Weapon is not (BaseWeapon weapon and not Fists))
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{
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Caster.SendLocalizedMessage(501078); // You must be holding a weapon.
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}
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else if (CheckSequence())
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{
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/* Temporarily enchants the weapon the caster is currently wielding.
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* The type of damage the weapon inflicts when hitting a target will
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* be converted to the target's worst Resistance type.
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* Duration of the effect is affected by the caster's Karma and lasts for 3 to 11 seconds.
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*/
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int itemID, soundID;
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switch (weapon.Skill)
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{
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case SkillName.Macing:
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{
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itemID = 0xFB4;
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soundID = 0x232;
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break;
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}
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case SkillName.Archery:
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{
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itemID = 0x13B1;
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soundID = 0x145;
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break;
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}
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default:
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{
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itemID = 0xF5F;
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soundID = 0x56;
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break;
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}
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}
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Caster.PlaySound(0x20C);
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Caster.PlaySound(soundID);
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Caster.FixedParticles(0x3779, 1, 30, 9964, 3, 3, EffectLayer.Waist);
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IEntity from = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z), Caster.Map);
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IEntity to = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z + 50), Caster.Map);
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Effects.SendMovingParticles(
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from,
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to,
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itemID,
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1,
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0,
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false,
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false,
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33,
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3,
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9501,
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1,
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0,
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EffectLayer.Head,
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0x100
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);
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var seconds = Math.Clamp(ComputePowerValue(20), 3.0, 11.0);
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var duration = TimeSpan.FromSeconds(seconds);
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_table.TryGetValue(weapon, out var timer);
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timer?.Stop();
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weapon.Consecrated = true;
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_table[weapon] = timer = new ExpireTimer(weapon, duration);
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timer.Start();
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}
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FinishSequence();
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}
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private class ExpireTimer : Timer
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{
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private BaseWeapon _weapon;
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public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay) => _weapon = weapon;
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protected override void OnTick()
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{
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_weapon.Consecrated = false;
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Effects.PlaySound(_weapon.GetWorldLocation(), _weapon.Map, 0x1F8);
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_table.Remove(_weapon);
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}
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}
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}
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}
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