#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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106
Scripts/Spells/Necromancy/CurseWeapon.cs
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106
Scripts/Spells/Necromancy/CurseWeapon.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.Necromancy
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{
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public class CurseWeaponSpell : NecromancerSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Curse Weapon", "An Sanct Gra Char",
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203,
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9031,
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Reagent.PigIron
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.75 ); } }
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public override double RequiredSkill{ get{ return 0.0; } }
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public override int RequiredMana{ get{ return 7; } }
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public CurseWeaponSpell( 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 imbues a weapon with a life draining effect.
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* Half the damage that the weapon inflicts is added to the necromancer's health.
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* The effects lasts for (Spirit Speak skill level / 34) + 1 seconds.
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*
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* NOTE: Above algorithm is fixed point, should be :
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* (Spirit Speak skill level / 3.4) + 1
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*
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* TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect?
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*/
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Caster.PlaySound( 0x387 );
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Caster.FixedParticles( 0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head );
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Caster.FixedParticles( 0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255 );
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new SoundEffectTimer( Caster ).Start();
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TimeSpan duration = TimeSpan.FromSeconds( (Caster.Skills[SkillName.SpiritSpeak].Value / 3.4) + 1.0 );
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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.Cursed = 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.OneSecond;
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}
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protected override void OnTick()
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{
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m_Weapon.Cursed = false;
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Effects.PlaySound( m_Weapon.GetWorldLocation(), m_Weapon.Map, 0xFA );
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m_Table.Remove( this );
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}
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}
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private class SoundEffectTimer : Timer
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{
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private Mobile m_Mobile;
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public SoundEffectTimer( Mobile m ) : base( TimeSpan.FromSeconds( 0.75 ) )
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{
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m_Mobile = m;
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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_Mobile.PlaySound( 0xFA );
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}
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}
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}
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}
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