public void Target(IPoint3D p) { if (!Caster.CanSee(p)) { Caster.SendLocalizedMessage(500237); // Target can not be seen. } else if (CheckSequence()) { SpellHelper.Turn(Caster, p); SpellHelper.GetSurfaceTop(ref p); int ItemID = 9328; string name = "Réfecteur"; int hue = 1942; TotemType type = TotemType.Refecteur; DateTime delete = DateTime.Now; int range = 1 + (int)(Caster.Skills[CastSkill].Value / 20); double bonus = 1 + (double)((Caster.Skills[CastSkill].Value + Caster.Skills[DamageSkill].Value) / 25); int effectid = 14170; int effectspeed = 9; int effectduration = 18; EffectLayer layer = EffectLayer.Head; int soundid = 533; Totem totem = new Totem(ItemID, name, hue, range, type, delete, Caster, bonus, effectid, effectspeed, effectduration, layer, soundid); if (totem != null) { totem.MoveToWorld(new Point3D(p), Caster.Map); Effects.SendTargetParticles(totem, effectid, effectspeed, effectduration, 5005, hue, 0, layer); totem.PlaySound(soundid); } new RefecteurTimer(totem).Start(); } FinishSequence(); }
public void Target(IPoint3D p) { if (!Caster.CanSee(p)) { Caster.SendLocalizedMessage(500237); // Target can not be seen. } else if (CheckSequence()) { SpellHelper.Turn(Caster, p); SpellHelper.GetSurfaceTop(ref p); int ItemID = 3796; string name = "Point de paresse"; int hue = 1942; TotemType type = TotemType.PointDeParesse; DateTime delete = DateTime.Now + TimeSpan.FromSeconds(0); int range = 1 + (int)(Caster.Skills[CastSkill].Value / 10); double bonus = 1 + (Caster.Skills[CastSkill].Value + Caster.Skills[DamageSkill].Value) / 100; int effectid = 14138; int effectspeed = 10; int effectduration = 20; EffectLayer layer = EffectLayer.Waist; int soundid = 501; Totem totem = new Totem(ItemID, name, hue, range, type, delete, Caster, bonus, effectid, effectspeed, effectduration, layer, soundid); if (totem != null) { totem.MoveToWorld(new Point3D(p), Caster.Map); Effects.SendTargetParticles(totem, effectid, effectspeed, effectduration, 5005, hue, 0, layer); totem.PlaySound(soundid); } new PointDeParesseTimer(totem).Start(); } FinishSequence(); }