Beispiel #1
0
        public void Target(Mobile m)
        {
            if (!Caster.CanSee(m))
            {
                Caster.SendLocalizedMessage(500237);                   // Target can not be seen.
            }
            else if (CheckHSequence(m))
            {
                SpellHelper.CheckReflect((int)Circle, Caster, ref m);

                if (BlessSpell.UnderEffect(m))
                {
                    if (m.Dex > m.RawDex)
                    {
                        m.RemoveStatMod(String.Format("[Magic] {0} Offset", StatType.Dex));
                    }
                    else
                    {
                        m.SendAsciiMessage("You are under the effect of a bless spell and cannot get any stat penalties");
                    }
                }
                else
                {
                    SpellHelper.AddStatCurse(Caster, m, StatType.Dex);
                }

                m.FixedParticles(0x374A, 10, 15, 5002, EffectLayer.Head);
                m.PlaySound(Sound);

                //Any better way for this? //Clumsy is supposed to be a harmfull spell
                if (m.Spell != null)
                {
                    m.Spell.OnCasterHurt();
                }

                HarmfulSpell(m);
            }

            FinishSequence();
        }
Beispiel #2
0
        public void Target(Mobile m)
        {
            if (!Caster.CanSee(m))
            {
                Caster.SendLocalizedMessage(500237);                   // Target can not be seen.
            }
            else if (CheckHSequence(m))
            {
                SpellHelper.CheckReflect((int)Circle, Caster, ref m);

                if (m.Spell != null)
                {
                    m.Spell.OnCasterHurt();
                }

                if (BlessSpell.UnderEffect(m))
                {
                    bool message = true;

                    if (m.Str > m.RawStr)
                    {
                        m.RemoveStatMod(String.Format("[Magic] {0} Offset", StatType.Str));
                        message = false;
                    }
                    if (m.Dex > m.RawDex)
                    {
                        m.RemoveStatMod(String.Format("[Magic] {0} Offset", StatType.Dex));
                        message = false;
                    }
                    if (m.Int > m.RawInt)
                    {
                        m.RemoveStatMod(String.Format("[Magic] {0} Offset", StatType.Int));
                        message = false;
                    }

                    if (message)
                    {
                        m.SendAsciiMessage("You are under the effect of a bless spell and cannot get any stat penalties");
                    }
                }
                else
                {
                    SpellHelper.AddStatCurse(Caster, m, StatType.Str);
                    SpellHelper.DisableSkillCheck = true;
                    SpellHelper.AddStatCurse(Caster, m, StatType.Dex);
                    SpellHelper.AddStatCurse(Caster, m, StatType.Int);
                    SpellHelper.DisableSkillCheck = false;
                }

                TimeSpan duration = SpellHelper.GetDuration(Caster, m);
                m_UnderEffect[m] = Timer.DelayCall(duration, new TimerStateCallback(RemoveEffect), m);
                m.UpdateResistances();

                //m.Paralyzed = false;
                m.FixedParticles(0x374A, 10, 15, 5028, EffectLayer.Waist);
                m.PlaySound(Sound);

                int      percentage = (int)(SpellHelper.GetOffsetScalar(Caster, m, true) * 100);
                TimeSpan length     = SpellHelper.GetDuration(Caster, m);

                string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}\t{5}\t{6}", percentage, percentage, percentage, 10, 10, 10, 10);

                BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Curse, 1075835, 1075836, length, m, args));

                HarmfulSpell(m);
            }

            FinishSequence();
        }