using System; using Server.Targeting; namespace Server.Spells.Sixth { public class ExplosionSpell : MagerySpell, ISpellTargetingMobile { private static readonly SpellInfo m_Info = new SpellInfo( "Explosion", "Vas Ort Flam", 230, 9041, Reagent.Bloodmoss, Reagent.MandrakeRoot); public ExplosionSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override SpellCircle Circle => SpellCircle.Sixth; public override bool DelayedDamageStacking => !Core.AOS; public override bool DelayedDamage => false; public override void OnCast() { Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12); } public void Target(Mobile m) { if (m == null) return; if (!Caster.CanSee(m)) { Caster.SendLocalizedMessage(500237); // Target can not be seen. } else if (Caster.CanBeHarmful(m) && CheckSequence()) { Mobile attacker = Caster, defender = m; SpellHelper.Turn(Caster, m); SpellHelper.CheckReflect((int)Circle, Caster, ref m); InternalTimer t = new InternalTimer(this, attacker, defender, m); t.Start(); } FinishSequence(); } private class InternalTimer : Timer { private readonly Mobile m_Attacker; private readonly Mobile m_Defender; private readonly MagerySpell m_Spell; private readonly Mobile m_Target; public InternalTimer(MagerySpell spell, Mobile attacker, Mobile defender, Mobile target) : base(TimeSpan.FromSeconds(Core.AOS ? 3.0 : 2.5)) { m_Spell = spell; m_Attacker = attacker; m_Defender = defender; m_Target = target; m_Spell?.StartDelayedDamageContext(attacker, this); Priority = TimerPriority.FiftyMS; } protected override void OnTick() { if (m_Attacker.HarmfulCheck(m_Defender)) { double damage; if (Core.AOS) { damage = m_Spell.GetNewAosDamage(40, 1, 5, m_Defender); } else { damage = Utility.Random(23, 22); if (m_Spell.CheckResisted(m_Target)) { damage *= 0.75; m_Target.SendLocalizedMessage(501783); // You feel yourself resisting magical energy. } damage *= m_Spell.GetDamageScalar(m_Target); } m_Target.FixedParticles(0x36BD, 20, 10, 5044, EffectLayer.Head); m_Target.PlaySound(0x307); SpellHelper.Damage(m_Spell, m_Target, damage, 0, 100, 0, 0, 0); m_Spell?.RemoveDelayedDamageContext(m_Attacker); } } } } }