/// <summary> /// Casts Magic Arrow/Missile /// </summary> /// <param name="caster">Caster.</param> /// <param name="Ready">If set to <c>true</c> ready.</param> /// <param name="EffectID">Effect ID of the spell</param> void Cast_OrtJux(GameObject caster, bool Ready, int EffectID) { //Magic Missile Spell if (Ready==true) {//Ready the spell to be cast. ReadiedSpell= "Ort Jux"; UWHUD.instance.CursorIcon=UWHUD.instance.CursorIconTarget; } else { SpellProp_MagicArrow spOJ =new SpellProp_MagicArrow(); spOJ.init (EffectID,caster); CastProjectile(caster, (SpellProp)spOJ); } }
/// <summary> /// Casts the enchantment based on the spell rules, targets and ready state /// </summary> /// <returns>The enchantment applied</returns> /// <param name="caster">Caster.</param> /// <param name="target">Target.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="ready">If set to <c>true</c> ready.</param> /// <param name="SpellRule">Spell rule to apply.</param> /// Spells cast from anything that carries and enchantment. public SpellEffect CastEnchantment(GameObject caster, GameObject target, int EffectID, bool ready, int SpellRule) { //Eventually casts spells from things like fountains, potions, enchanted weapons. //TODO: The switch statement may need to be further divided because of passive/active effects. //TODO: this list may be incomplete. I need to include things from my spreadsheet that are not status effects. //UWCharacter playerUW = caster.GetComponent<UWCharacter>(); int ActiveArrayIndex=-1; int PassiveArrayIndex=-1; int SpellResultType= SpellResultNone;//0=no spell effect, 1= passive spell effect, 2= active spell effect. SpellEffect[] other=null; if (SpellRule!=SpellRule_TargetVector) { ActiveArrayIndex= playerUW.PlayerMagic.CheckActiveSpellEffect(caster); PassiveArrayIndex= playerUW.PlayerMagic.CheckPassiveSpellEffectPC(caster); if (target!=null) { PassiveArrayIndex=CheckPassiveSpellEffectNPC(target);//Was other. if (target.GetComponent<NPC>()!=null) { other= target.GetComponent<NPC>().NPCStatusEffects; } } } switch (EffectID) { case SpellEffect.UW1_Spell_Effect_LesserHeal: case SpellEffect.UW1_Spell_Effect_LesserHeal_alt01: case SpellEffect.UW1_Spell_Effect_LesserHeal_alt02: case SpellEffect.UW1_Spell_Effect_LesserHeal_alt03: case SpellEffect.UW1_Spell_Effect_Heal: case SpellEffect.UW1_Spell_Effect_Heal_alt01: case SpellEffect.UW1_Spell_Effect_Heal_alt02: case SpellEffect.UW1_Spell_Effect_Heal_alt03: case SpellEffect.UW1_Spell_Effect_EnhancedHeal: case SpellEffect.UW1_Spell_Effect_EnhancedHeal_alt01: case SpellEffect.UW1_Spell_Effect_EnhancedHeal_alt02: case SpellEffect.UW1_Spell_Effect_EnhancedHeal_alt03: case SpellEffect.UW1_Spell_Effect_GreaterHeal: case SpellEffect.UW1_Spell_Effect_GreaterHeal_alt01: case SpellEffect.UW1_Spell_Effect_GreaterHeal_alt02: case SpellEffect.UW1_Spell_Effect_GreaterHeal_alt03: case SpellEffect.UW1_Spell_Effect_LesserHeal_alt04: case SpellEffect.UW1_Spell_Effect_Heal_alt04: case SpellEffect.UW1_Spell_Effect_GreaterHeal_alt04: //Only ever heal the player Cast_Heal (caster,EffectID);//Get seperate values; SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_ManaBoost: case SpellEffect.UW1_Spell_Effect_ManaBoost_alt01: case SpellEffect.UW1_Spell_Effect_ManaBoost_alt02: case SpellEffect.UW1_Spell_Effect_ManaBoost_alt03: case SpellEffect.UW1_Spell_Effect_ManaBoost_alt04: case SpellEffect.UW1_Spell_Effect_RestoreMana_alt04: case SpellEffect.UW1_Spell_Effect_IncreaseMana: case SpellEffect.UW1_Spell_Effect_IncreaseMana_alt01: case SpellEffect.UW1_Spell_Effect_IncreaseMana_alt02: case SpellEffect.UW1_Spell_Effect_IncreaseMana_alt03: case SpellEffect.UW1_Spell_Effect_RegainMana: case SpellEffect.UW1_Spell_Effect_RegainMana_alt01: case SpellEffect.UW1_Spell_Effect_RegainMana_alt02: case SpellEffect.UW1_Spell_Effect_RegainMana_alt03: case SpellEffect.UW1_Spell_Effect_RestoreMana: case SpellEffect.UW1_Spell_Effect_RestoreMana_alt01: case SpellEffect.UW1_Spell_Effect_RestoreMana_alt02: case SpellEffect.UW1_Spell_Effect_RestoreMana_alt03: //Only ever regen the player Cast_Mana(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_Darkness: case SpellEffect.UW1_Spell_Effect_BurningMatch: case SpellEffect.UW1_Spell_Effect_Candlelight: case SpellEffect.UW1_Spell_Effect_Light: case SpellEffect.UW1_Spell_Effect_Daylight: case SpellEffect.UW1_Spell_Effect_Sunlight: //These need to have different values. Create a system of unique values array(?) //Only the player needs light. if (ActiveArrayIndex!=-1) { Cast_Light(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_MagicLantern: case SpellEffect.UW1_Spell_Effect_Light_alt01: case SpellEffect.UW1_Spell_Effect_Daylight_alt01: case SpellEffect.UW1_Spell_Effect_Light_alt02: case SpellEffect.UW1_Spell_Effect_Daylight_alt02: if (PassiveArrayIndex!=-1) { Cast_Light(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_Leap: if (PassiveArrayIndex!=-1) { Cast_Leap(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); } SpellResultType=SpellResultPassive; break; case SpellEffect.UW1_Spell_Effect_Leap_alt01: case SpellEffect.UW1_Spell_Effect_Leap_alt02: //TODO: Find out which one of these is a magic ring effect! //Player only if (ActiveArrayIndex!=-1) { Cast_Leap(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_SlowFall: //Player only if (ActiveArrayIndex!=-1) { Cast_SlowFall(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_SlowFall_alt01: case SpellEffect.UW1_Spell_Effect_SlowFall_alt02: if (PassiveArrayIndex!=-1) { Cast_SlowFall(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_Levitate: case SpellEffect.UW1_Spell_Effect_Fly: if (PassiveArrayIndex!=-1) { Cast_Levitate(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_Fly_alt01: case SpellEffect.UW1_Spell_Effect_Levitate_alt01: case SpellEffect.UW1_Spell_Effect_Levitate_alt02: case SpellEffect.UW1_Spell_Effect_Fly_alt02: if (ActiveArrayIndex!=-1) { Cast_Levitate(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_WaterWalk: if (ActiveArrayIndex!=-1) { Cast_WaterWalk(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_WaterWalk_alt01: case SpellEffect.UW1_Spell_Effect_WaterWalk_alt02: if (PassiveArrayIndex!=-1) { Cast_WaterWalk(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_ResistBlows: case SpellEffect.UW1_Spell_Effect_ThickSkin: case SpellEffect.UW1_Spell_Effect_IronFlesh: { if (PassiveArrayIndex!=-1) { Cast_Resistance(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; } case SpellEffect.UW1_Spell_Effect_ResistBlows_alt01: case SpellEffect.UW1_Spell_Effect_ThickSkin_alt01: case SpellEffect.UW1_Spell_Effect_IronFlesh_alt01: case SpellEffect.UW1_Spell_Effect_ResistBlows_alt02: case SpellEffect.UW1_Spell_Effect_ThickSkin_alt02: case SpellEffect.UW1_Spell_Effect_IronFlesh_alt02: { if (ActiveArrayIndex!=-1) { Cast_Resistance(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; } case SpellEffect.UW1_Spell_Effect_Stealth: case SpellEffect.UW1_Spell_Effect_Conceal: case SpellEffect.UW1_Spell_Effect_Invisibilty: //PLayer only if (ActiveArrayIndex!=-1) { Cast_Stealth(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_Stealth_alt01: case SpellEffect.UW1_Spell_Effect_Conceal_alt01: case SpellEffect.UW1_Spell_Effect_Stealth_alt02: case SpellEffect.UW1_Spell_Effect_Conceal_alt02: case SpellEffect.UW1_Spell_Effect_Invisibility_alt01: case SpellEffect.UW1_Spell_Effect_Invisibility_alt02: //PLayer only if (PassiveArrayIndex!=-1) { Cast_Stealth(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; //Missiles case SpellEffect.UW1_Spell_Effect_MissileProtection: if (ActiveArrayIndex!=-1) { Cast_ResistanceAgainstType(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_MissileProtection_alt01: case SpellEffect.UW1_Spell_Effect_MissileProtection_alt02: if (PassiveArrayIndex!=-1) { Cast_ResistanceAgainstType(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; //Flameproof. PLayer only. case SpellEffect.UW1_Spell_Effect_Flameproof: if (ActiveArrayIndex!=-1) { Cast_Flameproof(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_Flameproof_alt01: case SpellEffect.UW1_Spell_Effect_Flameproof_alt02: if (PassiveArrayIndex!=-1) { Cast_Flameproof(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; //Magic case SpellEffect.UW1_Spell_Effect_MagicProtection: case SpellEffect.UW1_Spell_Effect_GreaterMagicProtection: //player only if (PassiveArrayIndex!=-1) { Cast_ResistanceAgainstType(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_PoisonResistance: //player only Debug.Log ("Poison Resistance enchantment"); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_Speed: case SpellEffect.UW1_Spell_Effect_Haste: //player only if (ActiveArrayIndex!=-1) { Cast_Speed(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_Telekinesis: //player only if (ActiveArrayIndex!=-1) { Cast_Telekinesis(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_Telekinesis_alt01: case SpellEffect.UW1_Spell_Effect_Telekinesis_alt02: if (PassiveArrayIndex!=-1) { Cast_Telekinesis(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_FreezeTime: //Active variation. if (ActiveArrayIndex!=-1) { Cast_FreezeTime(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_FreezeTime_alt01: case SpellEffect.UW1_Spell_Effect_FreezeTime_alt02: //player only if (PassiveArrayIndex!=-1) { Cast_FreezeTime(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } //Cast_AnTym(target,EffectID); // SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_Regeneration: //player only Debug.Log ("Regen enchantment"); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_ManaRegeneration: //player only Debug.Log ("mana regen enchantment"); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_MazeNavigation: //player only //Debug.Log ("Maze Navigation enchantment"); if (PassiveArrayIndex!=-1) { Cast_MazeNavigation(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_Hallucination: //player only Cast_Hallucination(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; break; case SpellEffect.UW1_Spell_Effect_NightVision: if (ActiveArrayIndex!=-1) { Cast_NightVision(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultActive; } break; case SpellEffect.UW1_Spell_Effect_NightVision_alt01: case SpellEffect.UW1_Spell_Effect_NightVision_alt02: if (PassiveArrayIndex!=-1) { Cast_NightVision(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_Poison: case SpellEffect.UW1_Spell_Effect_Poison_alt01: case SpellEffect.UW1_Spell_Effect_PoisonHidden: //Can effect player and npc switch(SpellRule) { case SpellRule_TargetOther: if (target!=null) { if (PassiveArrayIndex!=-1) { Cast_Poison (target,other,EffectID,PassiveArrayIndex);SpellResultType=SpellResultNone; } }break; case SpellRule_TargetSelf: if (PassiveArrayIndex!=-1) { Cast_Poison (caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex);SpellResultType=SpellResultPassive; }break; } break; case SpellEffect.UW1_Spell_Effect_Paralyze: case SpellEffect.UW1_Spell_Effect_Paralyze_alt01: //Can effect player and npc //TODO: does this spell work from wands and the like. If so do I need to figure out targetting. //Enchantment spells come in as target self. Presumably there is one version that is player paralyzes themselves //and another where it is get random target. For now paralyze self :) switch(SpellRule) { case SpellRule_TargetOther: if (target!=null) { if (PassiveArrayIndex!=-1) { Cast_Paralyze (target,other,EffectID,PassiveArrayIndex);SpellResultType=SpellResultNone; } }break; case SpellRule_TargetSelf: if (PassiveArrayIndex!=-1) { Cast_Paralyze (caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex);SpellResultType=SpellResultPassive; } break; } break; case SpellEffect.UW1_Spell_Effect_Ally: case SpellEffect.UW1_Spell_Effect_Ally_alt01: //NPC only Cast_InManiRel(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_Confusion: case SpellEffect.UW1_Spell_Effect_Confusion_alt01: //NPC only Cast_VasAnWis(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_MinorAccuracy: case SpellEffect.UW1_Spell_Effect_Accuracy: case SpellEffect.UW1_Spell_Effect_AdditionalAccuracy: case SpellEffect.UW1_Spell_Effect_MajorAccuracy: case SpellEffect.UW1_Spell_Effect_GreatAccuracy: case SpellEffect.UW1_Spell_Effect_VeryGreatAccuracy: case SpellEffect.UW1_Spell_Effect_TremendousAccuracy: case SpellEffect.UW1_Spell_Effect_UnsurpassedAccuracy: //Applies to weapon only do not implement here. Debug.Log ("accuracy enchantment"); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_MinorDamage: case SpellEffect.UW1_Spell_Effect_Damage: case SpellEffect.UW1_Spell_Effect_AdditionalDamage: case SpellEffect.UW1_Spell_Effect_MajorDamage: case SpellEffect.UW1_Spell_Effect_GreatDamage: case SpellEffect.UW1_Spell_Effect_VeryGreatDamage: case SpellEffect.UW1_Spell_Effect_TremendousDamage: case SpellEffect.UW1_Spell_Effect_UnsurpassedDamage: //Applies to weapon only do not implement here. SpellResultType=SpellResultNone; Debug.Log ("damage enchantment"); break; case SpellEffect.UW1_Spell_Effect_MinorProtection: case SpellEffect.UW1_Spell_Effect_Protection: case SpellEffect.UW1_Spell_Effect_AdditionalProtection: case SpellEffect.UW1_Spell_Effect_MajorProtection: case SpellEffect.UW1_Spell_Effect_GreatProtection: case SpellEffect.UW1_Spell_Effect_VeryGreatProtection: case SpellEffect.UW1_Spell_Effect_TremendousProtection: case SpellEffect.UW1_Spell_Effect_UnsurpassedProtection: //Applies to armour only do not implement here. SpellResultType=SpellResultNone; Debug.Log ("protection enchantment"); break; case SpellEffect.UW1_Spell_Effect_MinorToughness: case SpellEffect.UW1_Spell_Effect_Toughness: case SpellEffect.UW1_Spell_Effect_AdditionalToughness: case SpellEffect.UW1_Spell_Effect_MajorToughness: case SpellEffect.UW1_Spell_Effect_GreatToughness: case SpellEffect.UW1_Spell_Effect_VeryGreatToughness: case SpellEffect.UW1_Spell_Effect_TremendousToughness: case SpellEffect.UW1_Spell_Effect_UnsurpassedToughness: //Applies to armour only do not implement here. SpellResultType=SpellResultNone; Debug.Log ("toughness enchantment"); break; case SpellEffect.UW1_Spell_Effect_Open: case SpellEffect.UW1_Spell_Effect_Open_alt01: //Cast spell/no spell effect Cast_ExYlem(caster,ready,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_CreateFood: case SpellEffect.UW1_Spell_Effect_CreateFood_alt01: //Cast spell/no spell effect Cast_InManiYlem(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_CurePoison: case SpellEffect.UW1_Spell_Effect_CurePoison_alt01: //Cast spell/no spell effect Cast_AnNox(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_SheetLightning: case SpellEffect.UW1_Spell_Effect_SheetLightning_alt01: if (SpellRule!=SpellRule_TargetVector) { Cast_VasOrtGrav(caster,EffectID); } else { SpellProp_SheetLightning spVOG =new SpellProp_SheetLightning(); spVOG.init (EffectID,caster); CastProjectile(caster,caster.transform.forward,(SpellProp)spVOG); } SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_Armageddon: case SpellEffect.UW1_Spell_Effect_Armageddon_alt01: //Cast spell/no spell effect Cast_VasKalCorp(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_GateTravel: case SpellEffect.UW1_Spell_Effect_GateTravel_alt01: //Cast spell/no spell effect Cast_VasRelPor(caster,EffectID); SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_MagicArrow: case SpellEffect.UW1_Spell_Effect_MagicArrow_alt01: if (SpellRule!=SpellRule_TargetVector) { Cast_OrtJux(caster,ready,EffectID); } else { SpellProp_MagicArrow spOJ =new SpellProp_MagicArrow(); spOJ.init (EffectID,caster); CastProjectile(caster,caster.transform.forward, (SpellProp)spOJ); } SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_ElectricalBolt: case SpellEffect.UW1_Spell_Effect_ElectricalBolt_alt01: { if (SpellRule!=SpellRule_TargetVector) { Cast_OrtGrav(caster,ready,EffectID); } else { SpellProp_ElectricBolt spOG =new SpellProp_ElectricBolt(); spOG.init (EffectID,caster); CastProjectile(caster,caster.transform.forward, (SpellProp)spOG); } SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_Fireball: case SpellEffect.UW1_Spell_Effect_Fireball_alt01: { if (SpellRule!=SpellRule_TargetVector) { Cast_PorFlam(caster,ready,EffectID); } else { SpellProp_Fireball spPF =new SpellProp_Fireball(); spPF.init (EffectID,caster); spPF.caster=caster; CastProjectile(caster,caster.transform.forward, (SpellProp)spPF); } SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_FlameWind: case SpellEffect.UW1_Spell_Effect_FlameWind_alt01: { if (SpellRule!=SpellRule_TargetVector) { Cast_FlamHur(caster,EffectID); } else { SpellProp_FlameWind spFH =new SpellProp_FlameWind(); spFH.init (EffectID,caster); CastProjectile(caster,caster.transform.forward, (SpellProp)spFH); } SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_RoamingSight: case SpellEffect.UW1_Spell_Effect_RoamingSight_alt01: case SpellEffect.UW1_Spell_Effect_RoamingSight_alt02: { Cast_RoamingSight(caster,playerUW.ActiveSpell,EffectID,ActiveArrayIndex); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_RuneofWarding: case SpellEffect.UW1_Spell_Effect_RuneofWarding_alt01: { Cast_RuneOfWarding(caster.transform.position + (transform.forward * 0.3f),EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_StrengthenDoor: case SpellEffect.UW1_Spell_Effect_StrengthenDoor_alt01: { Cast_SanctJux(caster,ready,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_Tremor: case SpellEffect.UW1_Spell_Effect_Tremor_alt01: { Cast_VasPorYlem(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_SummonMonster: case SpellEffect.UW1_Spell_Effect_SummonMonster_alt01: { Cast_KalMani(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_CauseFear: case SpellEffect.UW1_Spell_Effect_CauseFear_alt01: { Cast_QuasCorp(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_SmiteUndead: case SpellEffect.UW1_Spell_Effect_SmiteUndead_alt01: { Cast_AnCorpMani(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_DetectMonster: case SpellEffect.UW1_Spell_Effect_DetectMonster_alt01: { Cast_DetectMonster(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_NameEnchantment: case SpellEffect.UW1_Spell_Effect_NameEnchantment_alt01: { Cast_NameEnchantment(caster,ready,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_Curse: case SpellEffect.UW1_Spell_Effect_Curse_alt01: case SpellEffect.UW1_Spell_Effect_Curse_alt02: { Cast_Curse(caster,EffectID); SpellResultType=SpellResultNone; break; } case SpellEffect.UW1_Spell_Effect_Cursed: case SpellEffect.UW1_Spell_Effect_Cursed_alt01: case SpellEffect.UW1_Spell_Effect_Cursed_alt02: case SpellEffect.UW1_Spell_Effect_Cursed_alt03: case SpellEffect.UW1_Spell_Effect_Cursed_alt04: case SpellEffect.UW1_Spell_Effect_Cursed_alt05: case SpellEffect.UW1_Spell_Effect_Cursed_alt06: case SpellEffect.UW1_Spell_Effect_Cursed_alt07: case SpellEffect.UW1_Spell_Effect_Cursed_alt09: case SpellEffect.UW1_Spell_Effect_Cursed_alt10: case SpellEffect.UW1_Spell_Effect_Cursed_alt11: case SpellEffect.UW1_Spell_Effect_Cursed_alt12: case SpellEffect.UW1_Spell_Effect_Cursed_alt13: case SpellEffect.UW1_Spell_Effect_Cursed_alt14: case SpellEffect.UW1_Spell_Effect_Cursed_alt15: case SpellEffect.UW1_Spell_Effect_Cursed_alt16: //Affect player from cursed items if (PassiveArrayIndex!=-1) { Cast_CursedItem(caster,playerUW.PassiveSpell,EffectID,PassiveArrayIndex); SpellResultType=SpellResultPassive; } break; case SpellEffect.UW1_Spell_Effect_RemoveTrap: case SpellEffect.UW1_Spell_Effect_RemoveTrap_alt01: /*?*/ case SpellEffect.UW1_Spell_Effect_SetGuard://? //Cursed items? Apply spell effect to playe case SpellEffect.UW1_Spell_Effect_Reveal_alt01: /*test*/ case SpellEffect.UW1_Spell_Effect_Reveal: /*Blank*/ case SpellEffect.UW1_Spell_Effect_MassParalyze: case SpellEffect.UW1_Spell_Effect_Acid_alt01: case SpellEffect.UW1_Spell_Effect_LocalTeleport_alt01: //Cast spell/no spell effect SpellResultType=SpellResultNone; break; case SpellEffect.UW1_Spell_Effect_theFrog: //Debug.Log ("The frog"); //PC only CastTheFrog(caster,EffectID); SpellResultType=SpellResultNone; break; //Some cutscences can be played by a spell trap these are as follows (some known cases) case 224: //Debug.Log ("play the intro cutscene"); Cutscene_Intro ci = UWHUD.instance.gameObject.AddComponent<Cutscene_Intro>(); UWHUD.instance.CutScenesFull.cs=ci; UWHUD.instance.CutScenesFull.Begin(); break; case 225: Cutscene_EndGame ce = UWHUD.instance.gameObject.AddComponent<Cutscene_EndGame>(); UWHUD.instance.CutScenesFull.cs=ce; UWHUD.instance.CutScenesFull.Begin(); break; case 226: Cutscene_Tybal ct = UWHUD.instance.gameObject.AddComponent<Cutscene_Tybal>(); UWHUD.instance.CutScenesFull.cs=ct; UWHUD.instance.CutScenesFull.Begin(); break; case 227: Cutscene_Arial ca = UWHUD.instance.gameObject.AddComponent<Cutscene_Arial>(); UWHUD.instance.CutScenesFull.cs=ca; UWHUD.instance.CutScenesFull.Begin(); break; case 233: Cutscene_Splash cs = UWHUD.instance.gameObject.AddComponent<Cutscene_Splash>(); UWHUD.instance.CutScenesFull.cs=cs; UWHUD.instance.CutScenesFull.Begin(); break; case 234: Cutscene_Credits cc = UWHUD.instance.gameObject.AddComponent<Cutscene_Credits>(); UWHUD.instance.CutScenesFull.cs=cc; UWHUD.instance.CutScenesFull.Begin(); break; case 235: Debug.Log ("Vision - IN"); break; case 236: Debug.Log ("Vision - SA"); break; case 237: Debug.Log ("Vision - HN"); break; default: Debug.Log ("effect Id is " + EffectID); SpellResultType=SpellResultNone; //ActiveSpellArray[index]=caster.AddComponent<SpellEffect>(); break; } //Return a reference to the spell effect. If any. switch (SpellResultType) { case SpellResultNone://No spell effect or unimplemented spell return null; case SpellResultPassive://Passive spell effect return playerUW.PassiveSpell[PassiveArrayIndex]; case SpellResultActive://Active spell effect return playerUW.ActiveSpell[ActiveArrayIndex]; default: return null; } }