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类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();
}
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();
}
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 );
}
}
}
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();
}
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();
}
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();
}
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();
}
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();
}
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();
}
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;
}
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();
}
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();
}
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();
}
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);
}
}
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 );
}