Esempio n. 1
0
 public void normalSpellAffect(Player opp) {
   if (!p.successfulCast) {
     return;
   }
   switch (p.spell) {
     case 56:
       if (!(opp.freezeDelay > 0)) {
         opp.freezeDelay = 15;
         Engine.playerMovement.resetWalkingQueue(opp);
       }
       break;
     case 63:
       opp.teleblocked = true;
       p.getActionSender().sendMessage(p, "You have teleport blocked your opponent.");
       break;
   }
 }
Esempio n. 2
0
  public void ancientMagicksAffect(Player opp, String affect) {
    if (!p.successfulCast) {
      return;
    }
    if (affect.equals("Smoke")) {}

    if (affect.equals("Shadow")) {}
    if (affect.equals("Blood")) {}
    if (affect.equals("Miasmic")) {
      switch (p.spell) {
        case 19:
          if (opp.miasmicSpell == 0) {
            opp.miasmicSpell = 48;
            opp.message("You feel very tired.");
          }
        case 18:
          if (opp.miasmicSpell == 0) {
            opp.miasmicSpell = 36;
            opp.message("You feel tired.");
          }
        case 17:
          if (opp.miasmicSpell == 0) {
            opp.miasmicSpell = 24;
            opp.message("You feel tired.");
          }
        case 16:
          if (opp.miasmicSpell == 0) {
            opp.miasmicSpell = 12;
            opp.message("You feel slightly tired.");
          }
      }
    }
    if (affect.equals("Ice")) {
      switch (p.spell) {
        case 0:
          if (!(opp.freezeDelay > 0)) {
            opp.freezeDelay = 5;
            Engine.playerMovement.resetWalkingQueue(opp);
          }
        case 1:
          if (!(opp.freezeDelay > 0)) {
            opp.freezeDelay = 15;
            Engine.playerMovement.resetWalkingQueue(opp);
          }
          break;
        case 2:
          if (!(opp.freezeDelay > 0)) {
            opp.freezeDelay = 10;
            Engine.playerMovement.resetWalkingQueue(opp);
          }
          break;
        case 3:
          if (!(opp.freezeDelay > 0)) {
            opp.orb = false;
            opp.freezeDelay = 20;
            Engine.playerMovement.resetWalkingQueue(opp);
          } else {
            opp.orb = true;
          }
          break;
      }
    }
  }