Beispiel #1
0
        /// <summary>
        /// Song of weakness.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongWeakling(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                if (victim.IsAffected(Affect.AFFECT_STRENGTH_REDUCED) ||
                    Magic.SpellSavingThrow(level, victim, AttackType.DamageType.black_magic))
                {
                    continue;
                }

                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = level / 7;
                af.AddModifier(Affect.Apply.strength, -(level / 2));
                af.SetBitvector(Affect.AFFECT_STRENGTH_REDUCED);

                if (level > 25)
                {
                    af.AddModifier(Affect.Apply.damroll, 0 - (level / 7));
                }

                victim.AddAffect(af);

                SocketConnection.Act("$n&n looks weaker.", victim, null, null, SocketConnection.MessageTarget.room);
                victim.SendText("You feel weaker.\r\n");
            }
            return(true);
        }
Beispiel #2
0
        /// <summary>
        /// Song of nightmares.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongNightmares(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                if (victim.IsAffected(Affect.AFFECT_FEAR) || Magic.SpellSavingThrow(level, victim,
                                                                                    AttackType.DamageType.black_magic))
                {
                    ch.SendText("You have failed.\r\n");
                    ch.SendText("You resist the urge to panic.\r\n");
                    continue;
                }

                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = 1 + (level / 7);
                af.SetBitvector(Affect.AFFECT_FEAR);
                victim.AddAffect(af);

                SocketConnection.Act("$N&n is scared!", ch, null, victim, SocketConnection.MessageTarget.character);
                victim.SendText("You are scared!\r\n");
                SocketConnection.Act("$N&n is scared!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);

                CommandType.Interpret(victim, "flee");
                if (victim.IsNPC())
                {
                    Combat.StartFearing(victim, ch);
                }
            }
            return(true);
        }
Beispiel #3
0
        /// <summary>
        /// Song of idiocy.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongIdiocy(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                if (victim.IsAffected(Affect.AFFECT_FEEBLEMIND) ||
                    Magic.SpellSavingThrow(level, victim, AttackType.DamageType.black_magic))
                {
                    ch.SendText("You failed!\r\n");
                    continue;
                }

                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = level / 9;
                af.AddModifier(Affect.Apply.intelligence, 0 - (level + 15));
                af.SetBitvector(Affect.AFFECT_FEEBLEMIND);
                victim.AddAffect(af);

                SocketConnection.Act("A dumb look crosses $n&n's face and $e starts to drool.", victim, null, null, SocketConnection.MessageTarget.room);
                victim.SendText("You feel _REALLY_ dumb.\r\n");
            }
            return(true);
        }
Beispiel #4
0
        /// <summary>
        /// Song of warding, protective.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongWarding(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = level / 7;
                af.AddModifier(Affect.Apply.save_spell, 0 - ((level / 5) + 1));
                af.AddModifier(Affect.Apply.save_paralysis, 0 - ((level / 5) + 1));
                af.AddModifier(Affect.Apply.save_petrification, 0 - ((level / 5) + 1));
                af.AddModifier(Affect.Apply.save_poison, 0 - ((level / 5) + 1));
                af.AddModifier(Affect.Apply.save_breath, 0 - ((level / 5) + 1));
                af.SetBitvector(Affect.AFFECT_NONE);
                victim.AddAffect(af);
            }
            return(true);
        }
Beispiel #5
0
        /// <summary>
        /// Song of obscrurement.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongObscurement(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                if (victim.IsAffected(Affect.AFFECT_MINOR_INVIS) || victim.IsAffected(Affect.AFFECT_INVISIBLE))
                {
                    return(true);
                }

                SocketConnection.Act("$n&n fades out of existence.", ch, null, null, SocketConnection.MessageTarget.room);
                ch.SendText("You vanish.\r\n");

                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = level / 6;
                af.SetBitvector(Affect.AFFECT_MINOR_INVIS);
                victim.AddAffect(af);
            }
            return(true);
        }
Beispiel #6
0
        /// <summary>
        /// Song of slowness.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public static bool SongSlowness(CharData ch, Spell spell, int level, Target target)
        {
            Affect af = new Affect();

            foreach (CharData victim in ch.InRoom.People)
            {
                if (Magic.SpellSavingThrow(level, victim, AttackType.DamageType.magic_other))
                {
                    ch.SendText("You failed!\r\n");
                    continue;
                }

                // Removes haste, takes two castings to make a hasted person slowed
                if (victim.IsAffected(Affect.AFFECT_HASTE))
                {
                    victim.RemoveAffect(Affect.AFFECT_HASTE);
                    victim.SendText("You slow to your normal speed.\r\n");
                    continue;
                }

                if (victim.IsAffected(Affect.AFFECT_SLOWNESS))
                {
                    continue;
                }

                af.Type     = Affect.AffectType.song;
                af.Value    = spell.Name;
                af.Duration = 6;
                af.SetBitvector(Affect.AFFECT_SLOWNESS);
                victim.AddAffect(af);

                SocketConnection.Act("&+R$n&+R moves much more slowly.&n", victim, null, null, SocketConnection.MessageTarget.room);
                victim.SendText("&+RYou feel yourself slowing down.&n\r\n");
            }
            return(true);
        }