#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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84
Scripts/Spells/Chivalry/EnemyOfOne.cs
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84
Scripts/Spells/Chivalry/EnemyOfOne.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Mobiles;
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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 EnemyOfOneSpell : PaladinSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Enemy of One", "Forul Solum",
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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 45.0; } }
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public override int RequiredMana{ get{ return 20; } }
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public override int RequiredTithing{ get{ return 10; } }
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public override int MantraNumber{ get{ return 1060723; } } // Forul Solum
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public override bool BlocksMovement{ get{ return false; } }
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public EnemyOfOneSpell( 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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if ( CheckSequence() )
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{
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Caster.PlaySound( 0x0F5 );
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Caster.PlaySound( 0x1ED );
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Caster.FixedParticles( 0x375A, 1, 30, 9966, 33, 2, EffectLayer.Head );
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Caster.FixedParticles( 0x37B9, 1, 30, 9502, 43, 3, EffectLayer.Head );
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Timer t = (Timer)m_Table[Caster];
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if ( t != null )
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t.Stop();
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double delay = (double)ComputePowerValue( 1 ) / 60;
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// TODO: Should caps be applied?
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if ( delay < 1.5 )
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delay = 1.5;
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else if ( delay > 3.5 )
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delay = 3.5;
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m_Table[Caster] = Timer.DelayCall( TimeSpan.FromMinutes( delay ), new TimerStateCallback( Expire_Callback ), Caster );
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if ( Caster is PlayerMobile )
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{
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((PlayerMobile)Caster).EnemyOfOneType = null;
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((PlayerMobile)Caster).WaitingForEnemy = true;
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BuffInfo.AddBuff ( Caster, new BuffInfo ( BuffIcon.EnemyOfOne, 1075653, 1044111, TimeSpan.FromMinutes ( delay ), Caster ) );
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}
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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 static void Expire_Callback( object state )
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{
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Mobile m = (Mobile)state;
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m_Table.Remove( m );
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m.PlaySound( 0x1F8 );
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if ( m is PlayerMobile )
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{
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((PlayerMobile)m).EnemyOfOneType = null;
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((PlayerMobile)m).WaitingForEnemy = false;
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}
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}
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}
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}
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