#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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107
Scripts/Spells/Chivalry/ConsecrateWeapon.cs
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107
Scripts/Spells/Chivalry/ConsecrateWeapon.cs
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using System;
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using System.Collections;
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using Server.Network;
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using Server.Items;
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using Server.Targeting;
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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 SpellInfo m_Info = new SpellInfo(
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"Consecrate Weapon", "Consecrus Arma",
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-1,
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9002
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.5 ); } }
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public override double RequiredSkill{ get{ return 15.0; } }
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public override int RequiredMana{ get{ return 10; } }
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public override int RequiredTithing{ get{ return 10; } }
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public override int MantraNumber{ get{ return 1060720; } } // Consecrus Arma
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public override bool BlocksMovement{ get{ return false; } }
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public ConsecrateWeaponSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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BaseWeapon weapon = Caster.Weapon as BaseWeapon;
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if ( weapon == null || weapon is 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: itemID = 0xFB4; soundID = 0x232; break;
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case SkillName.Archery: itemID = 0x13B1; soundID = 0x145; break;
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default: itemID = 0xF5F; soundID = 0x56; break;
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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( from, to, itemID, 1, 0, false, false, 33, 3, 9501, 1, 0, EffectLayer.Head, 0x100 );
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double seconds = ComputePowerValue( 20 );
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// TODO: Should caps be applied?
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if ( seconds < 3.0 )
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seconds = 3.0;
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else if ( seconds > 11.0 )
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seconds = 11.0;
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TimeSpan duration = TimeSpan.FromSeconds( seconds );
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Timer t = (Timer)m_Table[weapon];
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if ( t != null )
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t.Stop();
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weapon.Consecrated = true;
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m_Table[weapon] = t = new ExpireTimer( weapon, duration );
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t.Start();
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}
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FinishSequence();
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}
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private static Hashtable m_Table = new Hashtable();
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private class ExpireTimer : Timer
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{
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private BaseWeapon m_Weapon;
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public ExpireTimer( BaseWeapon weapon, TimeSpan delay ) : base( delay )
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{
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m_Weapon = weapon;
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Priority = TimerPriority.FiftyMS;
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}
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protected override void OnTick()
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{
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m_Weapon.Consecrated = false;
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Effects.PlaySound( m_Weapon.GetWorldLocation(), m_Weapon.Map, 0x1F8 );
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m_Table.Remove( this );
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}
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}
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}
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}
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