示例#1
0
 public InternalTarget(StrengthSpell owner) : base(Core.ML ? 10 : 12, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
 }
示例#2
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			public InternalTarget( StrengthSpell owner ) : base( Core.ML ? 10 : 12, false, TargetFlags.Beneficial )
			{
				m_Owner = owner;
			} 
示例#3
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 public InternalTarget(StrengthSpell owner) : base(owner.SpellRange, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
 }
示例#4
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		public bool ApplyStatEffect(PlayerMobile Wearer, bool bStr, bool bDex, bool bInt, int change)
		{
			Spell spell = null;
		
			if( Wearer == null )
				return false;

			// Try to apply bless to all stats
			int BlessOffset = change;
			bool AppliedStr = false;
			bool AppliedInt = false;
			bool AppliedDex = false;
			if( bStr )
			{
				if(BlessOffset > 0)
				{
					spell = new StrengthSpell(Wearer, null);
				}
				else
					spell = new WeakenSpell(Wearer, null);

				if (Wearer.Region.OnBeginSpellCast( Wearer, spell ) == false)
				{
					Wearer.SendMessage("The magic normally within this object seems absent.");
					return false;
				}	

				AppliedStr = AddStatBonus(Wearer, BlessOffset, StatType.Str, TimeSpan.Zero);
			}
			if( bInt )
			{
				if(BlessOffset > 0)
				{
					spell = new CunningSpell(Wearer, null);
				}
				else
					spell = new FeeblemindSpell(Wearer, null);

				if (Wearer.Region.OnBeginSpellCast( Wearer, spell ) == false)
				{
					Wearer.SendMessage("The magic normally within this object seems absent.");
					return false;
				}	
				AppliedInt = AddStatBonus(Wearer, BlessOffset, StatType.Int, TimeSpan.Zero);
			}
		
			if( bDex )
			{
				if(BlessOffset > 0)
				{
					spell = new AgilitySpell(Wearer, null);
				}
				else
					spell = new ClumsySpell(Wearer, null);

				if (Wearer.Region.OnBeginSpellCast( Wearer, spell ) == false)
				{
					Wearer.SendMessage("The magic normally within this object seems absent.");
					return false;
				}	
				AppliedDex = AddStatBonus(Wearer, BlessOffset, StatType.Dex, TimeSpan.Zero);
			}
			Wearer.CheckStatTimers();
			// If any stats were adjusted, start timer to remove the stats after effect expires
			// return that spell was successful
			if (AppliedStr || AppliedInt || AppliedDex) /* 7/25/04 smerX */
			{
				if( m_StatEffectTimer != null )
				{
					m_StatEffectTimer.Stop();
					m_StatEffectTimer = null;
				}

				m_StatEffectTimer = new MagicEffectTimer(Wearer, this, TimeSpan.FromSeconds(120));

				m_StatEffectTimer.Start();
				return true;
			}
			else
			{
				return false;
			}
		}
示例#5
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 public InternalSphereTarget(StrengthSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Selecione o alvo...");
 }
示例#6
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 public InternalTarget(StrengthSpell owner)
     : base(10, false, TargetFlags.Beneficial)
 {
     this.m_Owner = owner;
 }
示例#7
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 public InternalSphereTarget(StrengthSpell owner)
     : base(Core.ML ? 10 : 12, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Selecione o alvo...");
 }