Modify your Fireworks.cs in this section
public void BeginLaunch(Mobile from, bool useCharges)
{
Map map = from.Map;
if (map == null || map == Map.Internal)
return;
if (useCharges)
{
if (this.Charges > 0)
{
--this.Charges;
}
else
{
from.SendLocalizedMessage(502412); // There are no charges left on that item.
return;
}
}
from.SendLocalizedMessage(502615); // You launch a firework!
Point3D ourLoc = this.GetWorldLocation();
Point3D startLoc = new Point3D(ourLoc.X, ourLoc.Y, ourLoc.Z + 10);
Point3D endLoc = new Point3D(startLoc.X + Utility.RandomMinMax(-2, 2), startLoc.Y + Utility.RandomMinMax(-2, 2), startLoc.Z + 32);
Effects.SendMovingEffect(new Entity(Serial.Zero, startLoc, map), new Entity(Serial.Zero, endLoc, map),
0x36E4, 5, 0, false, false);
Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback(FinishLaunch), new object[] { from, endLoc, map });
}
like this
for ( int i = 0; i < 5; i++ ) {
Point3D startLoc = new Point3D(ourLoc.X, ourLoc.Y, ourLoc.Z + 10);
Point3D endLoc = new Point3D(startLoc.X + Utility.RandomMinMax(-2, 2), startLoc.Y + Utility.RandomMinMax(-2, 2), startLoc.Z + 32);
Effects.SendMovingEffect(new Entity(Serial.Zero, startLoc, map), new Entity(Serial.Zero, endLoc, map),
0x36E4, 5, 0, false, false);
Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback(FinishLaunch), new object[] { from, endLoc, map });
}