136 lines
4.0 KiB
C#
136 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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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 readonly 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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private static readonly Dictionary<Mobile, ExpireTimer> m_Table = new Dictionary<Mobile, ExpireTimer>();
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public CurseWeaponSpell(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 TimeSpan CastDelayBase
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{
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get
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{
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return TimeSpan.FromSeconds(1.0);
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}
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}
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public override double RequiredSkill
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{
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get
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{
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return 0.0;
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}
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}
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public override int RequiredMana
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{
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get
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{
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return 7;
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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 (Caster.Player && (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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ExpireTimer t = null;
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if (m_Table.ContainsKey(Caster))
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{
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t = m_Table[Caster];
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}
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if (t != null)
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t.Stop();
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m_Table[Caster] = t = new ExpireTimer(weapon, Caster, duration);
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t.Start();
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BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.CurseWeapon, 1060512, 1153780, duration, Caster));
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}
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FinishSequence();
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}
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public static bool IsCursed(Mobile attacker, BaseWeapon wep)
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{
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return m_Table.ContainsKey(attacker) && m_Table[attacker].Weapon == wep;
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}
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public class ExpireTimer : Timer
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{
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public BaseWeapon Weapon { get; private set; }
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public Mobile Owner { get; private set; }
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public ExpireTimer(BaseWeapon weapon, Mobile owner, TimeSpan delay)
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: base(delay)
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{
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Weapon = weapon;
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Owner = owner;
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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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Effects.PlaySound(Weapon.GetWorldLocation(), Weapon.Map, 0xFA);
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if (m_Table.ContainsKey(Owner))
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{
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m_Table.Remove(Owner);
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}
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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 readonly Mobile m_Mobile;
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public SoundEffectTimer(Mobile m)
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: 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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