ModernUO/Projects/Scripts/Spells/First/Heal.cs
2020-04-26 00:16:02 -07:00

96 lines
2.5 KiB
C#

using Server.Engines.ConPVP;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Targeting;
namespace Server.Spells.First
{
public class HealSpell : MagerySpell, ISpellTargetingMobile
{
private static readonly SpellInfo m_Info = new SpellInfo(
"Heal", "In Mani",
224,
9061,
Reagent.Garlic,
Reagent.Ginseng,
Reagent.SpidersSilk);
public HealSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override SpellCircle Circle => SpellCircle.First;
public override bool CheckCast()
{
if (DuelContext.CheckSuddenDeath(Caster))
{
Caster.SendMessage(0x22, "You cannot cast this spell when in sudden death.");
return false;
}
return base.CheckCast();
}
public override void OnCast()
{
Caster.Target = new SpellTargetMobile(this, TargetFlags.Beneficial, Core.ML ? 10 : 12);
}
public void Target(Mobile m)
{
if (m == null)
return;
if (!Caster.CanSee(m))
{
Caster.SendLocalizedMessage(500237); // Target can not be seen.
}
else if (m.IsDeadBondedPet)
{
Caster.SendLocalizedMessage(1060177); // You cannot heal a creature that is already dead!
}
else if (m is BaseCreature creature && creature.IsAnimatedDead)
{
Caster.SendLocalizedMessage(1061654); // You cannot heal that which is not alive.
}
else if (m is Golem)
{
Caster.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500951); // You cannot heal that.
}
else if (m.Poisoned || MortalStrike.IsWounded(m))
{
Caster.LocalOverheadMessage(MessageType.Regular, 0x22, Caster == m ? 1005000 : 1010398);
}
else if (CheckBSequence(m))
{
SpellHelper.Turn(Caster, m);
int toHeal;
if (Core.AOS)
{
toHeal = Caster.Skills.Magery.Fixed / 120;
toHeal += Utility.RandomMinMax(1, 4);
if (Core.SE && Caster != m)
toHeal = (int)(toHeal * 1.5);
}
else
{
toHeal = (int)(Caster.Skills.Magery.Value * 0.1);
toHeal += Utility.Random(1, 5);
}
// m.Heal( toHeal, Caster );
SpellHelper.Heal(toHeal, m, Caster);
m.FixedParticles(0x376A, 9, 32, 5005, EffectLayer.Waist);
m.PlaySound(0x1F2);
}
FinishSequence();
}
}
}