runuo/Scripts/Spells/Base/SpellInfo.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

66 lines
No EOL
2.3 KiB
C#

using System;
using Server;
namespace Server.Spells
{
public class SpellInfo
{
private string m_Name;
private string m_Mantra;
private Type[] m_Reagents;
private int[] m_Amounts;
private int m_Action;
private bool m_AllowTown;
private int m_LeftHandEffect, m_RightHandEffect;
public SpellInfo( string name, string mantra, params Type[] regs ) : this( name, mantra, 16, 0, 0, true, regs )
{
}
public SpellInfo( string name, string mantra, bool allowTown, params Type[] regs ) : this( name, mantra, 16, 0, 0, allowTown, regs )
{
}
public SpellInfo( string name, string mantra, int action, params Type[] regs ) : this( name, mantra, action, 0, 0, true, regs )
{
}
public SpellInfo( string name, string mantra, int action, bool allowTown, params Type[] regs ) : this( name, mantra, action, 0, 0, allowTown, regs )
{
}
public SpellInfo( string name, string mantra, int action, int handEffect, params Type[] regs ) : this( name, mantra, action, handEffect, handEffect, true, regs )
{
}
public SpellInfo( string name, string mantra, int action, int handEffect, bool allowTown, params Type[] regs ) : this( name, mantra, action, handEffect, handEffect, allowTown, regs )
{
}
public SpellInfo( string name, string mantra, int action, int leftHandEffect, int rightHandEffect, bool allowTown, params Type[] regs )
{
m_Name = name;
m_Mantra = mantra;
m_Action = action;
m_Reagents = regs;
m_AllowTown = allowTown;
m_LeftHandEffect = leftHandEffect;
m_RightHandEffect = rightHandEffect;
m_Amounts = new int[regs.Length];
for ( int i = 0; i < regs.Length; ++i )
m_Amounts[i] = 1;
}
public int Action{ get{ return m_Action; } set{ m_Action = value; } }
public bool AllowTown{ get{ return m_AllowTown; } set{ m_AllowTown = value; } }
public int[] Amounts{ get{ return m_Amounts; } set{ m_Amounts = value; } }
public string Mantra{ get{ return m_Mantra; } set{ m_Mantra = value; } }
public string Name{ get{ return m_Name; } set{ m_Name = value; } }
public Type[] Reagents{ get{ return m_Reagents; } set{ m_Reagents = value; } }
public int LeftHandEffect{ get{ return m_LeftHandEffect; } set{ m_LeftHandEffect = value; } }
public int RightHandEffect{ get{ return m_RightHandEffect; } set{ m_RightHandEffect = value; } }
}
}