119 lines
3.5 KiB
C#
119 lines
3.5 KiB
C#
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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using Server.Spells;
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namespace Server.ACC.CSS.Systems.Ancient
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{
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public class AncientGreatLightSpell : AncientSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Great Light", "Vas Lor",
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215,
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9061,
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Reagent.SulfurousAsh,
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Reagent.MandrakeRoot
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);
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public override SpellCircle Circle
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{
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get { return SpellCircle.Second; }
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}
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public AncientGreatLightSpell(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 void OnCast()
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{
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if (CheckSequence())
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Caster.Target = new InternalTarget(this);
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}
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public void Target(IPoint3D p)
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{
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if (!Caster.CanSee(p))
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{
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Caster.SendLocalizedMessage(500237); // Target can not be seen.
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}
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else if (CheckSequence())
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{
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SpellHelper.Turn(Caster, p);
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SpellHelper.GetSurfaceTop(ref p);
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ArrayList targets = new ArrayList();
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if (this.Scroll != null)
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Scroll.Consume();
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Map map = Caster.Map;
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if (map != null)
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{
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IPooledEnumerable eable = map.GetMobilesInRange(new Point3D(p), 3);
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foreach (Mobile m in eable)
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{
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if (Caster.CanBeBeneficial(m, false))
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targets.Add(m);
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}
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eable.Free();
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}
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Effects.PlaySound(p, Caster.Map, 0x299);
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if (targets.Count > 0)
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{
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile targ = (Mobile)targets[i];
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if (targ.BeginAction(typeof(LightCycle)))
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{
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new LightCycle.NightSightTimer(targ).Start();
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int level = (int)Math.Abs(LightCycle.DungeonLevel * (Caster.Skills[SkillName.Magery].Base / 100));
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if (level > 25 || level < 0)
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level = 25;
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targ.LightLevel = level;
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targ.FixedParticles(0x376A, 9, 32, 5007, EffectLayer.Waist);
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targ.PlaySound(0x1E3);
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}
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}
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}
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}
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FinishSequence();
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}
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private class InternalTarget : Target
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{
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private AncientGreatLightSpell m_Owner;
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public InternalTarget(AncientGreatLightSpell owner)
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: base(12, true, TargetFlags.None)
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{
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m_Owner = owner;
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}
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protected override void OnTarget(Mobile from, object o)
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{
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IPoint3D p = o as IPoint3D;
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if (p != null)
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m_Owner.Target(p);
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}
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protected override void OnTargetFinish(Mobile from)
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{
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m_Owner.FinishSequence();
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}
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}
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}
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}
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