using Server.Collections; namespace Server.Spells.Mysticism; public class NetherCycloneSpell : MysticSpell, ITargetingSpell { private static readonly SpellInfo _info = new( "Nether Cyclone", "Grav Hur", -1, 9002, Reagent.MandrakeRoot, Reagent.Nightshade, Reagent.SulfurousAsh, Reagent.Bloodmoss ); public NetherCycloneSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info) { } public override SpellCircle Circle => SpellCircle.Eighth; public void Target(IPoint3D p) { var loc = (p as Item)?.GetWorldLocation() ?? new Point3D(p); if (SpellHelper.CheckTown(loc, Caster) && CheckSequence()) { /* Summons a gale of lethal winds that strikes all Targets within a radius around * the Target's Location, dealing chaos damage. In addition to inflicting damage, * each Target of the Nether Cyclone temporarily loses a percentage of mana and * stamina. The effectiveness of the Nether Cyclone is determined by a comparison * between the Caster's Mysticism and either Focus or Imbuing (whichever is greater) * skills and the Resisting Spells skill of the Target. */ SpellHelper.Turn(Caster, p); var map = Caster.Map; if (map != null) { using var pool = PooledRefQueue.Create(); var pvp = false; PlayEffect(loc, Caster.Map); foreach (var m in map.GetMobilesInRange(loc, 2)) { if (m == Caster) { continue; } if (SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) && Caster.CanSee(m)) { if (!Caster.InLOS(m)) { continue; } pool.Enqueue(m); if (m.Player) { pvp = true; } } } var damage = GetNewAosDamage(51, 1, 5, pvp); var reduction = (GetBaseSkill(Caster) + GetDamageSkill(Caster)) / 1200.0; while (pool.Count > 0) { var m = pool.Dequeue(); Caster.DoHarmful(m); SpellHelper.Damage(this, m, damage, 0, 0, 0, 0, 0, 100); var resistedReduction = reduction - m.Skills.MagicResist.Value / 800.0; m.Stam -= (int)(m.StamMax * resistedReduction); m.Mana -= (int)(m.ManaMax * resistedReduction); } } } } public override void OnCast() { Caster.Target = new SpellTarget(this, allowGround: true); } private static void PlayEffect(Point3D p, Map map) { Effects.PlaySound(p, map, 0x64F); PlaySingleEffect(p, map, -1, 1, -1, 1); PlaySingleEffect(p, map, -2, 0, -3, -1); PlaySingleEffect(p, map, -3, -1, -1, 1); PlaySingleEffect(p, map, 1, 3, -1, 1); PlaySingleEffect(p, map, -1, 1, 1, 3); } private static void PlaySingleEffect(Point3D p, Map map, int a, int b, int c, int d) { int x = p.X, y = p.Y, z = p.Z + 18; SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + c, z)); SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + b, y + c, z)); SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + d, z)); SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + a, y + d, z)); SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + a, y + c, z)); SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + c, z)); SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + b, y + d, z)); SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + d, z)); } private static void SendEffectPacket(Point3D p, Map map, Point3D orig, Point3D dest) { Effects.SendMovingEffect( p, map, 0x375A, orig, dest, 0, 0, false, false, 0x49A, 0x4 ); } }