Esempio n. 1
0
        public override void OnCast()
        {
            if ( CheckSequence() )
            {
                if(this.Scroll!=null)
                    Scroll.Consume();

                Item weap = new RangerFireBow( Caster );

                Caster.AddToBackpack( weap );
                Caster.SendMessage( "You create a magical bow and place it in your backpack." );

                Caster.PlaySound( 0x212 );
                Caster.PlaySound( 0x206 );

                Effects.SendLocationParticles( EffectItem.Create( Caster.Location, Caster.Map, EffectItem.DefaultDuration ), 0x376A, 1, 29, 0x47D, 2, 9962, 0 );
                Effects.SendLocationParticles( EffectItem.Create( new Point3D( Caster.X, Caster.Y, Caster.Z - 7 ), Caster.Map, EffectItem.DefaultDuration ), 0x37C4, 1, 29, 0x47D, 2, 9502, 0 );
            }
        }
Esempio n. 2
0
        public override void OnCast()
        {
            if (CheckSequence())
            {
                if (this.Scroll != null)
                {
                    Scroll.Consume();
                }

                Item weap = new RangerFireBow(Caster);

                Caster.AddToBackpack(weap);
                Caster.SendMessage("You create a magical bow and place it in your backpack.");

                Caster.PlaySound(0x212);
                Caster.PlaySound(0x206);

                Effects.SendLocationParticles(EffectItem.Create(Caster.Location, Caster.Map, EffectItem.DefaultDuration), 0x376A, 1, 29, 0x47D, 2, 9962, 0);
                Effects.SendLocationParticles(EffectItem.Create(new Point3D(Caster.X, Caster.Y, Caster.Z - 7), Caster.Map, EffectItem.DefaultDuration), 0x37C4, 1, 29, 0x47D, 2, 9502, 0);
            }
        }
Esempio n. 3
0
 public InternalTimer(RangerFireBow bow, DateTime expire)
     : base(TimeSpan.Zero, TimeSpan.FromSeconds(0.1))
 {
     m_Bow    = bow;
     m_Expire = expire;
 }
Esempio n. 4
0
 public InternalTimer( RangerFireBow bow, DateTime expire )
     : base(TimeSpan.Zero, TimeSpan.FromSeconds( 0.1 ))
 {
     m_Bow = bow;
     m_Expire = expire;
 }