ModernUO/Scripts/Spells/Chivalry/ConsecrateWeapon.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

107 lines
No EOL
3.1 KiB
C#

using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Targeting;
namespace Server.Spells.Chivalry
{
public class ConsecrateWeaponSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Consecrate Weapon", "Consecrus Arma",
-1,
9002
);
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.5 ); } }
public override double RequiredSkill{ get{ return 15.0; } }
public override int RequiredMana{ get{ return 10; } }
public override int RequiredTithing{ get{ return 10; } }
public override int MantraNumber{ get{ return 1060720; } } // Consecrus Arma
public override bool BlocksMovement{ get{ return false; } }
public ConsecrateWeaponSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}
public override void OnCast()
{
BaseWeapon weapon = Caster.Weapon as BaseWeapon;
if ( weapon == null || 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 );
Timer t = (Timer)m_Table[weapon];
if ( t != null )
t.Stop();
weapon.Consecrated = true;
m_Table[weapon] = t = new ExpireTimer( weapon, duration );
t.Start();
}
FinishSequence();
}
private static Hashtable m_Table = new Hashtable();
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( this );
}
}
}
}