Anasayfa
UO Sunucular
Forumlar
Profilim
using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Targeting;

namespace Server.Spells.Chivalry
{
public class CleanseByFireSpell : PaladinSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Cleanse By Fire", "Expor Flamus",
-1,
9002
);

public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.0 ); } }

public override double RequiredSkill{ get{ return 5.0; } }
public override int RequiredMana{ get{ return 10; } }
public override int RequiredTithing{ get{ return 10; } }
public override int MantraNumber{ get{ return 1060718; } } // Expor Flamus

public CleanseByFireSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}

public override void OnCast()
{
Caster.Target = new InternalTarget( this );
}

public void Target( Mobile m )
{
if ( !m.Poisoned )
{
Caster.SendLocalizedMessage( 1060176 ); // That creature is not poisoned!
}
else if ( CheckBSequence( m ) )
{
SpellHelper.Turn( Caster, m );

/* Cures the target of poisons, but causes the caster to be burned by fire damage for 13-55 hit points.
* The amount of fire damage is lessened if the caster has high Karma.
*/

Poison p = m.Poison;

if ( p != null )
{
// Cleanse by fire is now difficulty based
int chanceToCure = 10000 + (int)(Caster.Skills[SkillName.Chivalry].Value * 75) - ((p.Level + 1) * 2000);
chanceToCure /= 100;

if ( chanceToCure > Utility.Random( 100 ) )
{
if ( m.CurePoison( Caster ) )
{
if ( Caster != m )
Caster.SendLocalizedMessage( 1010058 ); // You have cured the target of all poisons!

m.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
}
}
else
{
m.SendLocalizedMessage( 1010060 ); // You have failed to cure your target!
}
}

m.PlaySound( 0x1E0 );
m.FixedParticles( 0x373A, 1, 15, 5012, 3, 2, EffectLayer.Waist );

IEntity from = new Entity( Serial.Zero, new Point3D( m.X, m.Y, m.Z - 5 ), m.Map );
IEntity to = new Entity( Serial.Zero, new Point3D( m.X, m.Y, m.Z + 45 ), m.Map );
Effects.SendMovingParticles( from, to, 0x374B, 1, 0, false, false, 63, 2, 9501, 1, 0, EffectLayer.Head, 0x100 );

Caster.PlaySound( 0x208 );
Caster.FixedParticles( 0x3709, 1, 30, 9934, 0, 7, EffectLayer.Waist );

int damage = 50 - ComputePowerValue( 4 );

// TODO: Should caps be applied?
if ( damage < 13 )
damage = 13;
else if ( damage > 55 )
damage = 55;

AOS.Damage( Caster, Caster, damage, 0, 100, 0, 0, 0, true );
}

FinishSequence();
}

private class InternalTarget : Target
{
private CleanseByFireSpell m_Owner;

public InternalTarget( CleanseByFireSpell owner ) : base( Core.ML ? 10 : 12, false, TargetFlags.Beneficial )
{
m_Owner = owner;
}

protected override void OnTarget( Mobile from, object o )
{
if ( o is Mobile )
m_Owner.Target( (Mobile) o );
}

protected override void OnTargetFinish( Mobile from )
{
m_Owner.FinishSequence();
}
}
}
}

UO-Dev SPONSOR

Önceki / Sonraki

UO-Dev SPONSOR

Henüz yorum yapılmamış. Yorum yazabilmek için giriş yapmanız gerekir.

Üyelerin oylama ortalaması (10 dışında) :

Henüz Oylanmamış

Oylar: 0

Önceki / Sonraki