spell.cs
public virtual bool OnCasterMoving(Direction d)
{
/* if (IsCasting && BlocksMovement && (!(m_Caster is BaseCreature) || ((BaseCreature)m_Caster).FreezeOnCast))
{
if (m_Caster is BaseCreature)
m_Caster.Say("Trying to move...");

m_Caster.SendLocalizedMessage(500111); // You are frozen and can not move.
return false;
} */

return true;
spell.cs
public virtual bool BlocksMovement { get { return false; } }
 
I am curious about this for ServUO Pub57.
C#:
Expand Collapse Copy
        /// <summary>
        /// Pre-ML code where mobile can change directions, but doesn't move
        /// </summary>
        /// <param name="d"></param>
        /// <returns></returns>
        public virtual bool OnCasterMoving(Direction d)
        {
            if (IsCasting && BlocksMovement && (!(m_Caster is BaseCreature) || ((BaseCreature)m_Caster).FreezeOnCast))
            {
                m_Caster.SendLocalizedMessage(500111); // You are frozen and can not move.
                return false;
            }

            return true;
        }

        /// <summary>
        /// Post ML code where player is frozen in place while casting.
        /// </summary>
        /// <param name="caster"></param>
        /// <returns></returns>
        public virtual bool CheckMovement(Mobile caster)
        {
            if (IsCasting && BlocksMovement && (!(m_Caster is BaseCreature) || ((BaseCreature)m_Caster).FreezeOnCast))
            {
                return false;
            }

            return true;
        }

What exactly would I comment out since there is 2 of them?
 
Im wondering lets say you want to temporarily make it so you can cast while running lets say to make it an ability. Like put a time duration on this would be something cool. Something to think about 🙂
 

Donations

Total amount
$0.00
Goal
$500.00

Shards

Back