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C# Mobile.FixedParticles方法代码示例

本文整理汇总了C#中Mobile.FixedParticles方法的典型用法代码示例。如果您正苦于以下问题:C# Mobile.FixedParticles方法的具体用法?C# Mobile.FixedParticles怎么用?C# Mobile.FixedParticles使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Mobile的用法示例。


在下文中一共展示了Mobile.FixedParticles方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Target

        public void Target(Mobile m)
        {
            if (!this.Caster.CanSee(m))
            {
                this.Caster.SendLocalizedMessage(500237); // Target can not be seen.
            }
            else if (this.CheckHSequence(m))
            {
                SpellHelper.Turn(this.Caster, m);

                SpellHelper.CheckReflect((int)this.Circle, this.Caster, ref m);

                SpellHelper.AddStatCurse(this.Caster, m, StatType.Dex);

                if (m.Spell != null)
                    m.Spell.OnCasterHurt();

                m.Paralyzed = false;

                m.FixedParticles(0x3779, 10, 15, 5002, EffectLayer.Head);
                m.PlaySound(0x1DF);

                int percentage = (int)(SpellHelper.GetOffsetScalar(this.Caster, m, true) * 100);
                TimeSpan length = SpellHelper.GetDuration(this.Caster, m);

                BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Clumsy, 1075831, length, m, percentage.ToString()));

                this.HarmfulSpell(m);
            }

            this.FinishSequence();
        }
开发者ID:jasegiffin,项目名称:JustUO,代码行数:32,代码来源:Clumsy.cs

示例2: Target

		public void Target( Mobile m )
		{
			if ( CheckHSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				/* Transmogrifies the flesh of the target creature or player to resemble rotted corpse flesh,
				 * making them more vulnerable to Fire and Poison damage,
				 * but increasing their resistance to Physical and Cold damage.
				 * 
				 * The effect lasts for ((Spirit Speak skill level - target's Resist Magic skill level) / 25 ) + 40 seconds.
				 * 
				 * NOTE: Algorithm above is fixed point, should be:
				 * ((ss-mr)/2.5) + 40
				 * 
				 * NOTE: Resistance is not checked if targeting yourself
				 */

				ExpireTimer timer = (ExpireTimer)m_Table[m];

				if ( timer != null )
					timer.DoExpire();
				else
					m.SendLocalizedMessage( 1061689 ); // Your skin turns dry and corpselike.

				 if ( m.Spell != null )
					m.Spell.OnCasterHurt();
				
				m.FixedParticles( 0x373A, 1, 15, 9913, 67, 7, EffectLayer.Head );
				m.PlaySound( 0x1BB );

				double ss = GetDamageSkill( Caster );
				double mr = ( Caster == m ? 0.0 : GetResistSkill( m ) );
				m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 );	//Skill check for gain

				TimeSpan duration = TimeSpan.FromSeconds( ((ss - mr) / 2.5) + 40.0 );

				ResistanceMod[] mods = new ResistanceMod[4]
					{
						new ResistanceMod( ResistanceType.Fire, -15 ),
						new ResistanceMod( ResistanceType.Poison, -15 ),
						new ResistanceMod( ResistanceType.Cold, +10 ),
						new ResistanceMod( ResistanceType.Physical, +10 )
					};

				timer = new ExpireTimer( m, mods, duration );
				timer.Start();

				BuffInfo.AddBuff( m, new BuffInfo( BuffIcon.CorpseSkin, 1075663, duration, m ) );

				m_Table[m] = timer;

				for ( int i = 0; i < mods.Length; ++i )
					m.AddResistanceMod( mods[i] );

				HarmfulSpell( m );
			}

			FinishSequence();
		}
开发者ID:greeduomacro,项目名称:last-wish,代码行数:60,代码来源:CorpseSkin.cs

示例3: OnDoubleClick

      public override void OnDoubleClick( Mobile from ) 
      { 
      
      if ( Parent != from ) 
      if (from.AccessLevel < AccessLevel.GameMaster) 
          from.SendMessage( "When you touch, it vanishes without trace..." ); 
      if (from.AccessLevel < AccessLevel.GameMaster) 
         this.Consume() ; 
      if (from.AccessLevel < AccessLevel.GameMaster)    
         return ; 
      { 
                      
          if ( !from.Hidden == true ) 
            { 
           from.FixedParticles( 0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head ); 
           from.FixedParticles( 0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255 ); 
         from.PlaySound( 0x22F ); 
          from.Hidden = true; 
            
            } 
            else 
            { 
           from.Hidden=false; 
           from.FixedParticles( 0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head ); 
           from.FixedParticles( 0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255 ); 
         from.PlaySound( 0x22F ); 

                      
            } 
      } 

      
      } 
开发者ID:greeduomacro,项目名称:GoUO,代码行数:33,代码来源:Poisonhide.cs

示例4: Target

		public void Target( Mobile m )
		{
			if ( !Caster.CanSee( m ) )
			{
				Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
			}

			if ( m_Table.Contains( m ) )
			{
				Caster.LocalOverheadMessage( MessageType.Regular, 0x481, false, "That target already has this affect." );
			}

			else if ( CheckBSequence( m, false ) )
			{
				SpellHelper.Turn( Caster, m );

				Timer t = new InternalTimer( m, Caster );
				t.Start();
				m_Table[m] = t;
				m.PlaySound( 0x202 );
				m.FixedParticles( 0x376A, 1, 62, 9923, 3, 3, EffectLayer.Waist );
				m.FixedParticles( 0x3779, 1, 46, 9502, 5, 3, EffectLayer.Waist );
				m.SendMessage( "A magic aura surrounds you causing your wounds to heal faster." );
			}

			FinishSequence();
		}
开发者ID:FreeReign,项目名称:realmofdarkness,代码行数:27,代码来源:SacredBoonSpell.cs

示例5: Target

        public void Target( Mobile m )
        {
            if ( !Caster.CanSee( m ) )
            {
                Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
            }
            else if ( CheckHSequence( m ) )
            {
                SpellHelper.Turn( Caster, m );

                SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );

                double damage = GetDamage( m );

                if ( Core.AOS )
                {
                    m.FixedParticles( 0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist );
                    m.PlaySound( 0x0FC );
                }
                else
                {
                    m.FixedParticles( 0x374A, 10, 15, 5013, EffectLayer.Waist );
                    m.PlaySound( 0x1F1 );
                }

                SpellHelper.Damage( this, m, damage, 0, 0, 100, 0, 0 );
            }

            FinishSequence();
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:30,代码来源:Harm.cs

示例6: Target

		public void Target( Mobile m )
		{
			if ( Caster == m || !(m is PlayerMobile || m is BaseCreature) ) // only PlayerMobile and BaseCreature implement blood oath checking
			{
				Caster.SendLocalizedMessage( 1060508 ); // You can't curse that.
			}
			else if ( m_OathTable.Contains( Caster ) )
			{
				Caster.SendLocalizedMessage( 1061607 ); // You are already bonded in a Blood Oath.
			}
			else if ( m_OathTable.Contains( m ) )
			{
				if ( m.Player )
					Caster.SendLocalizedMessage( 1061608 ); // That player is already bonded in a Blood Oath.
				else
					Caster.SendLocalizedMessage( 1061609 ); // That creature is already bonded in a Blood Oath.
			}
			else if ( CheckHSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				/* Temporarily creates a dark pact between the caster and the target.
				 * Any damage dealt by the target to the caster is increased, but the target receives the same amount of damage.
				 * The effect lasts for ((Spirit Speak skill level - target's Resist Magic skill level) / 80 ) + 8 seconds.
				 * 
				 * NOTE: The above algorithm must be fixed point, it should be:
				 * ((ss-rm)/8)+8
				 */

				ExpireTimer timer = (ExpireTimer)m_Table[m];
				if ( timer != null )
				timer.DoExpire();

				m_OathTable[Caster] = Caster;
				m_OathTable[m] = Caster;

				Caster.PlaySound( 0x175 );

				Caster.FixedParticles( 0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist );
				Caster.FixedParticles( 0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255 );

				m.FixedParticles( 0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist );
				m.FixedParticles( 0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255 );

				TimeSpan duration = TimeSpan.FromSeconds( ((GetDamageSkill( Caster ) - GetResistSkill( m )) / 8) + 8 );
				m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 );	//Skill check for gain

				timer = new ExpireTimer ( Caster, m, duration );
				timer.Start ();

				BuffInfo.AddBuff ( Caster, new BuffInfo ( BuffIcon.BloodOathCaster, 1075659, duration, Caster, m.Name.ToString () ) );
				BuffInfo.AddBuff ( m, new BuffInfo ( BuffIcon.BloodOathCurse, 1075661, duration, m, Caster.Name.ToString () ) );

				m_Table[m] = timer;

			}

			FinishSequence();
		}
开发者ID:PepeBiondi,项目名称:runsa,代码行数:59,代码来源:BloodOathSpell.cs

示例7: Target

		public void Target( Mobile m )
		{
			if ( !Caster.CanSee( m ) )
			{
				Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
			}
			else if ( CheckHSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );

				if ( m.Spell != null )
					m.Spell.OnCasterHurt();

				m.Paralyzed = false;

				int toDrain = 0;

				if ( Core.AOS )
				{
					toDrain = (int)(GetDamageSkill( Caster ) - GetResistSkill( m ));

					if ( toDrain < 0 )
						toDrain = 0;
					else if ( toDrain > m.Mana )
						toDrain = m.Mana;
				}
				else
				{
					if ( CheckResisted( m ) )
						m.SendLocalizedMessage( 501783 ); // You feel yourself resisting magical energy.
					else
						toDrain = m.Mana;
				}

				if ( toDrain > (Caster.ManaMax - Caster.Mana) )
					toDrain = Caster.ManaMax - Caster.Mana;

				m.Mana -= toDrain;
				Caster.Mana += toDrain;

				if ( Core.AOS )
				{
					m.FixedParticles( 0x374A, 1, 15, 5054, 23, 7, EffectLayer.Head );
					m.PlaySound( 0x1F9 );

					Caster.FixedParticles( 0x0000, 10, 5, 2054, EffectLayer.Head );
				}
				else
				{
					m.FixedParticles( 0x374A, 10, 15, 5054, EffectLayer.Head );
					m.PlaySound( 0x1F9 );
				}
			}

			FinishSequence();
		}
开发者ID:kamronbatman,项目名称:DefianceUO-Pre1.10,代码行数:58,代码来源:ManaVampire.cs

示例8: Target

        public void Target(Mobile m)
        {
            if (!this.Caster.CanSee(m))
            {
                this.Caster.SendLocalizedMessage(500237); // Target can not be seen.
            }
            else if (this.CheckHSequence(m))
            {
                SpellHelper.Turn(this.Caster, m);

                SpellHelper.CheckReflect((int)this.Circle, this.Caster, ref m);

                if (m.Spell != null)
                    m.Spell.OnCasterHurt();

                m.Paralyzed = false;

                if (Core.AOS)
                {
                    int toDrain = 40 + (int)(this.GetDamageSkill(this.Caster) - this.GetResistSkill(m));

                    if (toDrain < 0)
                        toDrain = 0;
                    else if (toDrain > m.Mana)
                        toDrain = m.Mana;

                    if (m_Table.ContainsKey(m))
                        toDrain = 0;

                    m.FixedParticles(0x3789, 10, 25, 5032, EffectLayer.Head);
                    m.PlaySound(0x1F8);

                    if (toDrain > 0)
                    {
                        m.Mana -= toDrain;

                        m_Table[m] = Timer.DelayCall(TimeSpan.FromSeconds(5.0), new TimerStateCallback(AosDelay_Callback), new object[] { m, toDrain });
                    }
                }
                else
                {
                    if (this.CheckResisted(m))
                        m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
                    else if (m.Mana >= 100)
                        m.Mana -= Utility.Random(1, 100);
                    else
                        m.Mana -= Utility.Random(1, m.Mana);

                    m.FixedParticles(0x374A, 10, 15, 5032, EffectLayer.Head);
                    m.PlaySound(0x1F8);
                }

                this.HarmfulSpell(m);
            }

            this.FinishSequence();
        }
开发者ID:Crome696,项目名称:ServUO,代码行数:57,代码来源:ManaDrain.cs

示例9: Target

		public void Target( Mobile m )
		{
			if ( CheckHSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				//SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m ); //Irrelevent asfter AoS

				/* Temporarily causes intense physical pain to the target, dealing direct damage.
				 * After 10 seconds the spell wears off, and if the target is still alive, 
				 * some of the Hit Points lost through Pain Spike are restored.
				 */

				m.FixedParticles( 0x37C4, 1, 8, 9916, 39, 3, EffectLayer.Head );
				m.FixedParticles( 0x37C4, 1, 8, 9502, 39, 4, EffectLayer.Head );
				m.PlaySound( 0x210 );

				double damage = ((GetDamageSkill( Caster ) - GetResistSkill( m )) / 10) + (m.Player ? 18 : 30);
				m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 );	//Skill check for gain

				if ( damage < 1 )
					damage = 1;

				TimeSpan buffTime = TimeSpan.FromSeconds( 10.0 );

				if( m_Table.Contains( m ) )
				{
					damage = Utility.RandomMinMax( 3, 7 );
					Timer t = m_Table[m] as Timer;

					if( t != null )
					{
						t.Delay += TimeSpan.FromSeconds( 2.0 );

						buffTime = t.Next - DateTime.UtcNow;
					}
				}
				else
				{
					new InternalTimer( m, damage ).Start();
				}

				BuffInfo.AddBuff( m, new BuffInfo( BuffIcon.PainSpike, 1075667, buffTime, m, Convert.ToString( (int)damage ) ) );

				Misc.WeightOverloading.DFA = Misc.DFAlgorithm.PainSpike;
				m.Damage( (int) damage, Caster );
				SpellHelper.DoLeech( (int)damage, Caster, m );
				Misc.WeightOverloading.DFA = Misc.DFAlgorithm.Standard;

				//SpellHelper.Damage( this, m, damage, 100, 0, 0, 0, 0, Misc.DFAlgorithm.PainSpike );
				HarmfulSpell( m );
			}

			FinishSequence();
		}
开发者ID:greeduomacro,项目名称:last-wish,代码行数:55,代码来源:PainSpike.cs

示例10: OnDeath

        public override void OnDeath( Mobile m )
        {
             

            if ( m != null && !m.Deleted)
            {

                if (m is PlayerMobile && m_Controller.NoPlayerItemDrop)
                {
                    if (m.Female)
                    {
                        m.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
                        m.Body = 403;
                        m.Hidden = true;
                    }
                    else
                    {
                        m.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
                        m.Body = 402;
                        m.Hidden = true;
                    }
                    m.Hidden = false;
                    
                }
                else if ( !(m is PlayerMobile) && m_Controller.NoNPCItemDrop)
                {
                    if (m.Female)
                    {
                        m.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
                        m.Body = 403;
                        m.Hidden = true;
                    }
                    else
                    {
                        m.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
                        m.Body = 402;
                        m.Hidden = true;
                    }
                    m.Hidden = false;
                    
                }
                else
                   

                // Start a 1 second timer
                // The Timer will check if they need moving, corpse deleting etc.
                m_Timer = new MovePlayerTimer(m, m_Controller);
                m_Timer.Start();

                return;
            }

            return;

        }
开发者ID:greeduomacro,项目名称:last-wish,代码行数:55,代码来源:CustomRegion.cs

示例11: Target

		public void Target( Mobile m )
		{
			if ( !Caster.InRange( m, 2 ) )
			{
				Caster.SendLocalizedMessage( 1060178 ); // You are too far away to perform that action!
			}
			else if ( m is BaseCreature && ((BaseCreature)m).IsAnimatedDead )
			{
				Caster.SendLocalizedMessage( 1061654 ); // You cannot heal that which is not alive.
			}
			else if ( m.IsDeadBondedPet )
			{
				Caster.SendLocalizedMessage( 1060177 ); // You cannot heal a creature that is already dead!
			}
			else if ( m.Hits >= m.HitsMax )
			{
				Caster.SendLocalizedMessage( 500955 ); // That being is not damaged!
			}
			else if ( m.Poisoned || Server.Items.MortalStrike.IsWounded( m ) )
			{
				Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, (Caster == m) ? 1005000 : 1010398 );
			}
			else if ( CheckBSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				/* Heals the target for 7 to 39 points of damage.
				 * The caster's Karma affects the amount of damage healed.
				 */

				int toHeal = ComputePowerValue( 6 ) + Utility.RandomMinMax( 0, 2 );

				// TODO: Should caps be applied?
				if ( toHeal < 7 )
					toHeal = 7;
				else if ( toHeal > 39 )
					toHeal = 39;

				if ( (m.Hits + toHeal) > m.HitsMax )
					toHeal = m.HitsMax - m.Hits;

				//m.Hits += toHeal;	//Was previosuly due to the message
				//m.Heal( toHeal, Caster, false );
				SpellHelper.Heal( toHeal, m, Caster, false );

				m.SendLocalizedMessage( 1060203, toHeal.ToString() ); // You have had ~1_HEALED_AMOUNT~ hit points of damage healed.

				m.PlaySound( 0x202 );
				m.FixedParticles( 0x376A, 1, 62, 9923, 3, 3, EffectLayer.Waist );
				m.FixedParticles( 0x3779, 1, 46, 9502, 5, 3, EffectLayer.Waist );
			}

			FinishSequence();
		}
开发者ID:Godkong,项目名称:Origins,代码行数:54,代码来源:CloseWounds.cs

示例12: Target

		public void Target( Mobile m )
		{
			if ( !Caster.CanSee( m ) )
			{
				Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
			}
			else if ( CheckHSequence( m ) )
			{
				SpellHelper.Turn( Caster, m );

				SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );

				double damage;
				
				if ( Core.AOS )
				{
					damage = GetNewAosDamage( 17, 1, 5, m );
				}
				else
				{
					damage = Utility.Random( 1, 15 );

					if ( CheckResisted( m ) )
					{
						damage *= 0.75;

						m.SendLocalizedMessage( 501783 ); // You feel yourself resisting magical energy.
					}

					damage *= GetDamageScalar( m );
				}

				if ( !m.InRange( Caster, 2 ) )
					damage *= 0.25; // 1/4 damage at > 2 tile range
				else if ( !m.InRange( Caster, 1 ) )
					damage *= 0.50; // 1/2 damage at 2 tile range

				if ( Core.AOS )
				{
					m.FixedParticles( 0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist );
					m.PlaySound( 0x0FC );
				}
				else
				{
					m.FixedParticles( 0x374A, 10, 15, 5013, EffectLayer.Waist );
					m.PlaySound( 0x1F1 );
				}

				SpellHelper.Damage( this, m, damage, 0, 0, 100, 0, 0 );
			}

			FinishSequence();
		}
开发者ID:greeduomacro,项目名称:last-wish,代码行数:53,代码来源:Harm.cs

示例13: Target

		public void Target( Mobile m )
		{
			BaseCreature bc = m as BaseCreature;

			if( !Caster.CanSee( m ) )
			{
				Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
			}
			else if( m.IsDeadBondedPet || !m.Alive )
			{
				// As per Osi: Nothing happens.
			}
			else if( m != Caster && (bc == null || !bc.IsBonded || bc.ControlMaster != Caster) )
			{
				Caster.SendLocalizedMessage( 1072077 ); // You may only cast this spell on yourself or a bonded pet.
			}
			else if( m_Table.ContainsKey( m ) )
			{
				Caster.SendLocalizedMessage( 501775 ); // This spell is already in effect.
			}
			else if( CheckBSequence( m ) )
			{
				if( Caster == m )
				{
					Caster.SendLocalizedMessage( 1074774 ); // You weave powerful magic, protecting yourself from death.
				}
				else
				{
					Caster.SendLocalizedMessage( 1074775 ); // You weave powerful magic, protecting your pet from death.
					SpellHelper.Turn( Caster, m );
				}


				m.PlaySound( 0x244 );
				m.FixedParticles( 0x3709, 1, 30, 0x26ED, 5, 2, EffectLayer.Waist );
				m.FixedParticles( 0x376A, 1, 30, 0x251E, 5, 3, EffectLayer.Waist );

				double skill = Caster.Skills[SkillName.Spellweaving].Value;

				TimeSpan duration = TimeSpan.FromMinutes( ((int)(skill / 24))* 2 + FocusLevel );

				ExpireTimer t = new ExpireTimer( m, duration, this );
				t.Start();

				m_Table[m] = t;

				BuffInfo.AddBuff( m, new BuffInfo( BuffIcon.GiftOfLife, 1031615, 1075807, duration, m, null, true ) );
			}

			FinishSequence();
		}
开发者ID:nick12344356,项目名称:The-Basement,代码行数:51,代码来源:GiftOfLife.cs

示例14: Toggle

		public static void Toggle( Mobile caster, Mobile target )
		{
			/* Players under the protection spell effect can no longer have their spells "disrupted" when hit.
			 * Players under the protection spell have decreased physical resistance stat value (-15 + (Inscription/20),
			 * a decreased "resisting spells" skill value by -35 + (Inscription/20),
			 * and a slower casting speed modifier (technically, a negative "faster cast speed") of 2 points.
			 * The protection spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
			 * Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out,
			 * even after dying—until you “turn them off” by casting them again.
			 */

			object[] mods = (object[])m_Table[target];

			if ( mods == null )
			{
				target.PlaySound( 0x1E9 );
				target.FixedParticles( 0x375A, 9, 20, 5016, EffectLayer.Waist );

				mods = new object[2]
					{
						new ResistanceMod( ResistanceType.Physical, -15 + Math.Min( (int)(caster.Skills[SkillName.Inscribe].Value / 20), 15 ) ),
						new DefaultSkillMod( SkillName.MagicResist, true, -35 + Math.Min( (int)(caster.Skills[SkillName.Inscribe].Value / 20), 35 ) )
					};

				m_Table[target] = mods;
				Registry[target] = 100.0;

				target.AddResistanceMod( (ResistanceMod)mods[0] );
				target.AddSkillMod( (SkillMod)mods[1] );

				int physloss = -15 + (int) (caster.Skills[SkillName.Inscribe].Value / 20);
				int resistloss = -35 + (int) (caster.Skills[SkillName.Inscribe].Value / 20);
				string args = String.Format("{0}\t{1}", physloss, resistloss);
				BuffInfo.AddBuff(target, new BuffInfo(BuffIcon.Protection, 1075814, 1075815, args.ToString()));
			}
			else
			{
				target.PlaySound( 0x1ED );
				target.FixedParticles( 0x375A, 9, 20, 5016, EffectLayer.Waist );

				m_Table.Remove( target );
				Registry.Remove( target );

				target.RemoveResistanceMod( (ResistanceMod)mods[0] );
				target.RemoveSkillMod( (SkillMod)mods[1] );

				BuffInfo.RemoveBuff(target, BuffIcon.Protection);
			}
		}
开发者ID:greeduomacro,项目名称:last-wish,代码行数:49,代码来源:Protection.cs

示例15: HideEffects

 public override void HideEffects(Mobile from)
 {
     from.Hidden = !from.Hidden;
     if (from.Hidden)
     {
         Effects.SendLocationParticles( (IEntity)from, 0x375A, 1, 17, 33, 7, 9919, 0 );
         Effects.SendLocationParticles( (IEntity)from, 0x3728, 1, 13, 33, 7, 9502, 0 );
     }
     else
     {
         from.FixedParticles( 0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist );
         from.FixedParticles( 0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255 );
     }
     from.PlaySound( 0x175 );
 }
开发者ID:kamronbatman,项目名称:Defiance-AOS-Pre-2012,代码行数:15,代码来源:BloodOathHide.cs


注:本文中的Mobile.FixedParticles方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。