ModernUO/Scripts/Spells/Chivalry/NobleSacrifice.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

177 lines
No EOL
4.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Server.Network;
using Server.Items;
using Server.Targeting;
using Server.Gumps;
using Server.Spells.Necromancy;
using Server.Regions;
namespace Server.Spells.Chivalry
{
public class NobleSacrificeSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Noble Sacrifice", "Dium Prostra",
-1,
9002
);
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.5 ); } }
public override double RequiredSkill{ get{ return 65.0; } }
public override int RequiredMana{ get{ return 20; } }
public override int RequiredTithing{ get{ return 30; } }
public override int MantraNumber{ get{ return 1060725; } } // Dium Prostra
public override bool BlocksMovement{ get{ return false; } }
public NobleSacrificeSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}
public override void OnCast()
{
if ( CheckSequence() )
{
List<Mobile> targets = new List<Mobile>();
foreach ( Mobile m in Caster.GetMobilesInRange( 3 ) ) // TODO: Validate range
{
if ( m is BaseCreature && ((BaseCreature)m).IsAnimatedDead )
continue;
if ( Caster != m && Caster.CanBeBeneficial( m, false, true ) && !(m is Golem) )
targets.Add( m );
}
Caster.PlaySound( 0x244 );
Caster.FixedParticles( 0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist );
Caster.FixedParticles( 0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist );
/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
* If any target is successfully assisted, the Paladin's current
* Hit Points, Mana and Stamina are set to 1.
* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
*/
bool sacrifice = false;
// TODO: Is there really a resurrection chance?
double resChance = 0.1 + (0.9 * ((double)Caster.Karma / 10000));
for ( int i = 0; i < targets.Count; ++i )
{
Mobile m = targets[i];
if ( !m.Alive )
{
if ( m.Region != null && m.Region.IsPartOf( "Khaldun" ) )
{
Caster.SendLocalizedMessage( 1010395 ); // The veil of death in this area is too strong and resists thy efforts to restore life.
}
else if( Core.ML && m.Region != null && m.Region.IsPartOf( typeof( HouseRegion ) ) )
{
}
else if( resChance > Utility.RandomDouble() )
{
m.FixedParticles( 0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head );
m.CloseGump( typeof( ResurrectGump ) );
m.SendGump( new ResurrectGump( m, Caster ) );
sacrifice = true;
}
}
else
{
bool sendEffect = false;
if ( m.Poisoned && m.CurePoison( Caster ) )
{
Caster.DoBeneficial( m );
if ( Caster != m )
Caster.SendLocalizedMessage( 1010058 ); // You have cured the target of all poisons!
m.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
sendEffect = true;
sacrifice = true;
}
if ( m.Hits < m.HitsMax )
{
int toHeal = ComputePowerValue( 10 ) + Utility.RandomMinMax( 0, 2 );
// TODO: Should caps be applied?
if ( toHeal < 8 )
toHeal = 8;
else if ( toHeal > 24 )
toHeal = 24;
Caster.DoBeneficial( m );
m.Heal( toHeal, Caster );
sendEffect = true;
}
StatMod mod;
mod = m.GetStatMod( "[Magic] Str Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Str Offset" );
sendEffect = true;
}
mod = m.GetStatMod( "[Magic] Dex Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Dex Offset" );
sendEffect = true;
}
mod = m.GetStatMod( "[Magic] Int Offset" );
if ( mod != null && mod.Offset < 0 )
{
m.RemoveStatMod( "[Magic] Int Offset" );
sendEffect = true;
}
if ( m.Paralyzed )
{
m.Paralyzed = false;
sendEffect = true;
}
if ( EvilOmenSpell.CheckEffect( m ) )
sendEffect = true;
if ( StrangleSpell.RemoveCurse( m ) )
sendEffect = true;
if ( CorpseSkinSpell.RemoveCurse( m ) )
sendEffect = true;
// TODO: Should this remove blood oath? Pain spike?
if ( sendEffect )
{
m.FixedParticles( 0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head );
sacrifice = true;
}
}
}
if ( sacrifice )
{
Caster.PlaySound( 0x423 );
Caster.Hits = 1;
Caster.Stam = 1;
Caster.Mana = 1;
}
}
FinishSequence();
}
}
}