#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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141
Scripts/Spells/Spellweaving/ImmolatingWeapon.cs
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141
Scripts/Spells/Spellweaving/ImmolatingWeapon.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.Items;
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namespace Server.Spells.Spellweaving
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{
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public class ImmolatingWeaponSpell : ArcanistSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Immolating Weapon", "Thalshara",
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-1
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.0 ); } }
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public override double RequiredSkill { get { return 10.0; } }
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public override int RequiredMana { get { return 32; } }
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public ImmolatingWeaponSpell( Mobile caster, Item scroll )
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: base( caster, scroll, m_Info )
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{
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}
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public override bool CheckCast()
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{
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BaseWeapon weapon = Caster.Weapon as BaseWeapon;
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if ( weapon == null || weapon is Fists || weapon is BaseRanged )
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{
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Caster.SendLocalizedMessage( 1060179 ); // You must be wielding a weapon to use this ability!
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return false;
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}
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return base.CheckCast();
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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 || weapon is BaseRanged )
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{
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Caster.SendLocalizedMessage( 1060179 ); // You must be wielding a weapon to use this ability!
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}
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else if ( CheckSequence() )
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{
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Caster.PlaySound( 0x5CA );
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Caster.FixedParticles( 0x36BD, 20, 10, 5044, EffectLayer.Head );
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if ( !IsImmolating( weapon ) ) // On OSI, the effect is not re-applied
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{
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double skill = Caster.Skills.Spellweaving.Value;
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int duration = 10 + (int)( skill / 24 ) + FocusLevel;
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int damage = 5 + (int)( skill / 24 ) + FocusLevel;
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Timer stopTimer = Timer.DelayCall<BaseWeapon>( TimeSpan.FromSeconds( duration ), StopImmolating, weapon );
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m_WeaponDamageTable[weapon] = new ImmolatingWeaponEntry( damage, stopTimer, Caster );
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weapon.InvalidateProperties();
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}
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}
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FinishSequence();
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}
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private static Dictionary<BaseWeapon, ImmolatingWeaponEntry> m_WeaponDamageTable = new Dictionary<BaseWeapon, ImmolatingWeaponEntry>();
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public static bool IsImmolating( BaseWeapon weapon )
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{
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return m_WeaponDamageTable.ContainsKey( weapon );
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}
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public static int GetImmolatingDamage( BaseWeapon weapon )
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{
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ImmolatingWeaponEntry entry;
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if ( m_WeaponDamageTable.TryGetValue( weapon, out entry ) )
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return entry.m_Damage;
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return 0;
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}
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public static void DoEffect( BaseWeapon weapon, Mobile target )
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{
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Timer.DelayCall<DelayedEffectEntry>( TimeSpan.FromSeconds( 0.25 ), FinishEffect, new DelayedEffectEntry( weapon, target ) );
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}
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private static void FinishEffect( DelayedEffectEntry effect )
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{
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ImmolatingWeaponEntry entry;
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if ( m_WeaponDamageTable.TryGetValue( effect.m_Weapon, out entry ) )
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AOS.Damage( effect.m_Target, entry.m_Caster, entry.m_Damage, 0, 100, 0, 0, 0 );
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}
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public static void StopImmolating( BaseWeapon weapon )
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{
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ImmolatingWeaponEntry entry;
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if ( m_WeaponDamageTable.TryGetValue( weapon, out entry ) )
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{
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if ( entry.m_Caster != null )
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entry.m_Caster.PlaySound( 0x27 );
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entry.m_Timer.Stop();
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m_WeaponDamageTable.Remove( weapon );
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weapon.InvalidateProperties();
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}
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}
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private class ImmolatingWeaponEntry
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{
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public int m_Damage;
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public Timer m_Timer;
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public Mobile m_Caster;
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public ImmolatingWeaponEntry( int damage, Timer stopTimer, Mobile caster )
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{
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m_Damage = damage;
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m_Timer = stopTimer;
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m_Caster = caster;
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}
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}
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private class DelayedEffectEntry
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{
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public BaseWeapon m_Weapon;
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public Mobile m_Target;
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public DelayedEffectEntry( BaseWeapon weapon, Mobile target )
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{
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m_Weapon = weapon;
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m_Target = target;
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}
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}
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}
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}
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