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- using System;
- using System.Collections;
- using Server.Network;
- using Server.Items;
- using Server.Targeting;
- namespace Server.Spells.Necromancy
- {
- public class CurseWeaponSpell : NecromancerSpell
- {
- private static SpellInfo m_Info = new SpellInfo(
- "Curse Weapon", "An Sanct Gra Char",
- 203,
- 9031,
- Reagent.PigIron
- );
- public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 0.75 ); } }
- public override double RequiredSkill{ get{ return 0.0; } }
- public override int RequiredMana{ get{ return 7; } }
- public CurseWeaponSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
- {
- }
- public override void OnCast()
- {
- BaseWeapon weapon = Caster.Weapon as BaseWeapon;
- if ( weapon == null || weapon is Fists )
- {
- Caster.SendLocalizedMessage( 501078 ); // You must be holding a weapon.
- }
- else if ( CheckSequence() )
- {
- /* Temporarily imbues a weapon with a life draining effect.
- * Half the damage that the weapon inflicts is added to the necromancer's health.
- * The effects lasts for (Spirit Speak skill level / 34) + 1 seconds.
- *
- * NOTE: Above algorithm is fixed point, should be :
- * (Spirit Speak skill level / 3.4) + 1
- *
- * TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect?
- */
- Caster.PlaySound( 0x387 );
- Caster.FixedParticles( 0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head );
- Caster.FixedParticles( 0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255 );
- new SoundEffectTimer( Caster ).Start();
- TimeSpan duration = TimeSpan.FromSeconds( (Caster.Skills[SkillName.SpiritSpeak].Value / 3.4) + 1.0 );
- Timer t = (Timer)m_Table[weapon];
- if ( t != null )
- t.Stop();
- weapon.Cursed = true;
- m_Table[weapon] = t = new ExpireTimer( weapon, duration );
- t.Start();
- }
- FinishSequence();
- }
- private static Hashtable m_Table = new Hashtable();
- private class ExpireTimer : Timer
- {
- private BaseWeapon m_Weapon;
- public ExpireTimer( BaseWeapon weapon, TimeSpan delay ) : base( delay )
- {
- m_Weapon = weapon;
- Priority = TimerPriority.OneSecond;
- }
- protected override void OnTick()
- {
- m_Weapon.Cursed = false;
- Effects.PlaySound( m_Weapon.GetWorldLocation(), m_Weapon.Map, 0xFA );
- m_Table.Remove( this );
- }
- }
- private class SoundEffectTimer : Timer
- {
- private Mobile m_Mobile;
- public SoundEffectTimer( Mobile m ) : base( TimeSpan.FromSeconds( 0.75 ) )
- {
- m_Mobile = m;
- Priority = TimerPriority.FiftyMS;
- }
- protected override void OnTick()
- {
- m_Mobile.PlaySound( 0xFA );
- }
- }
- }
- }
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