ModernUO/Scripts/Spells/Third/Unlock.cs
2006-06-15 04:14:30 +00:00

103 lines
No EOL
2.5 KiB
C#

using System;
using Server.Targeting;
using Server.Network;
using Server.Items;
namespace Server.Spells.Third
{
public class UnlockSpell : Spell
{
private static SpellInfo m_Info = new SpellInfo(
"Unlock Spell", "Ex Por",
SpellCircle.Third,
215,
9001,
Reagent.Bloodmoss,
Reagent.SulfurousAsh
);
public UnlockSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}
public override void OnCast()
{
Caster.Target = new InternalTarget( this );
}
public void Target( LockableContainer targ )
{
if ( Multis.BaseHouse.CheckSecured( targ ) )
{
// You cannot cast this on a secure item.
Caster.SendLocalizedMessage( 503098 );
}
else if ( CheckSequence() )
{
SpellHelper.Turn( Caster, targ );
Point3D loc = targ.GetWorldLocation();
Effects.SendLocationParticles(
EffectItem.Create( loc, targ.Map, EffectItem.DefaultDuration ),
0x376A, 9, 32, 5024 );
Effects.PlaySound( loc, targ.Map, 0x1FF );
if ( targ.Locked && targ.LockLevel != 0 )
{
double magery = Caster.Skills[SkillName.Magery].Value;
int level = (int)(magery * 0.8) - 4;
if ( level >= targ.RequiredSkill && !(targ is TreasureMapChest && ((TreasureMapChest)targ).Level > 2) )
{
targ.Locked = false;
if ( targ.LockLevel == -255 )
targ.LockLevel = targ.RequiredSkill - 10;
if ( targ.LockLevel == 0 )
targ.LockLevel = -1;
}
else
{
// My spell does not seem to have an effect on that lock.
Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 503099 );
}
}
else
{
// That did not need to be unlocked.
Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 503101 );
}
}
FinishSequence();
}
private class InternalTarget : Target
{
private UnlockSpell m_Owner;
public InternalTarget( UnlockSpell owner ) : base( 12, false, TargetFlags.None )
{
m_Owner = owner;
}
protected override void OnTarget( Mobile from, object o )
{
if ( o is LockableContainer )
m_Owner.Target( (LockableContainer)o );
else
from.SendLocalizedMessage( 501666 ); // You can't unlock that!
// TODO: Really we can cast on anything, even mobiles, but it will effect and say 'That did not need to be unlocked'
}
protected override void OnTargetFinish( Mobile from )
{
m_Owner.FinishSequence();
}
}
}
}