public void Target(Mobile m) { if (this.Caster == m) { this.Caster.SendLocalizedMessage(1060508); // You can't curse that. } else if (m_OathTable.Contains(this.Caster)) { this.Caster.SendLocalizedMessage(1061607); // You are already bonded in a Blood Oath. } else if (m_OathTable.Contains(m)) { if (m.Player) { this.Caster.SendLocalizedMessage(1061608); // That player is already bonded in a Blood Oath. } else { this.Caster.SendLocalizedMessage(1061609); // That creature is already bonded in a Blood Oath. } } else if (this.CheckHSequence(m)) { SpellHelper.Turn(this.Caster, m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } this.FinishSequence(); }
public void Target(Mobile m) { if (this.CheckHSequence(m)) { SpellHelper.Turn(this.Caster, m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } FinishSequence(); }
public void Target(IDamageable m) { if (this.CheckHSequence(m)) { Mobile mob = m as Mobile; SpellHelper.Turn(this.Caster, m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } this.FinishSequence(); }
public void Target(Mobile m) { if (HasMindRotScalar(m)) { Caster.SendLocalizedMessage(1005559); // This spell is already in effect. } else if (CheckHSequence(m)) { SpellHelper.Turn(Caster, m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } FinishSequence(); }
public void Target(Mobile m) { if (!(m is BaseCreature || m is PlayerMobile)) { this.Caster.SendLocalizedMessage(1060508); // You can't curse that. } else if (this.CheckHSequence(m)) { SpellHelper.Turn(this.Caster, m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } this.FinishSequence(); }
public void Target(Mobile m) { if (!(m is BaseCreature || m is PlayerMobile)) { Caster.SendLocalizedMessage(1060508); // You can't curse that. } else if (UnderEffects(m)) { DoFizzle(); } else if (CheckHSequence(m)) { SpellHelper.Turn(Caster, m); SpellHelper.CheckReflect(this, Caster, ref m); ApplyEffects(m); ConduitSpell.CheckAffected(Caster, m, ApplyEffects); } FinishSequence(); }