using System; using System.Collections; using Server.Spells; namespace Server.Items { /// /// A quick attack to all enemies in range of your weapon that causes damage over time. Requires Bushido or Ninjitsu skill. /// public class FrenziedWhirlwind : WeaponAbility { public FrenziedWhirlwind() { } public override bool CheckSkills( Mobile from ) { if ( GetSkill( from, SkillName.Ninjitsu ) < 50.0 && GetSkill( from, SkillName.Bushido ) < 50.0 ) { from.SendLocalizedMessage( 1063347, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack! return false; } return base.CheckSkills( from ); } public override int BaseMana => 30; private static Hashtable m_Registry = new Hashtable(); public static Hashtable Registry => m_Registry; public override void OnHit( Mobile attacker, Mobile defender, int damage ) { if ( !Validate( attacker ) ) //Mana check after check that there are targets return; ClearCurrentAbility( attacker ); Map map = attacker.Map; if ( map == null ) return; if ( !(attacker.Weapon is BaseWeapon weapon) ) return; ArrayList list = new ArrayList(); foreach( Mobile m in attacker.GetMobilesInRange( 1 ) ) list.Add( m ); ArrayList targets = new ArrayList(); for( int i = 0; i < list.Count; ++i ) { Mobile m = (Mobile)list[i]; if ( m != defender && m != attacker && SpellHelper.ValidIndirectTarget( attacker, m ) ) { if ( m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee( m ) || !attacker.CanBeHarmful( m ) ) continue; if ( !attacker.InRange( m, weapon.MaxRange ) ) continue; if ( attacker.InLOS( m ) ) targets.Add( m ); } } if ( targets.Count > 0 ) { if ( !CheckMana( attacker, true ) ) return; attacker.FixedEffect( 0x3728, 10, 15 ); attacker.PlaySound( 0x2A1 ); // 5-15 damage int amount = (int)(10.0 * ((Math.Max( attacker.Skills[SkillName.Bushido].Value, attacker.Skills[SkillName.Ninjitsu].Value ) - 50.0) / 70.0 + 5)); for( int i = 0; i < targets.Count; ++i ) { Mobile m = (Mobile)targets[i]; attacker.DoHarmful( m, true ); if ( Registry[m] is Timer t ) { t.Stop(); Registry.Remove( m ); } t = new InternalTimer( attacker, m, amount ); t.Start(); Registry.Add( m, t ); } Timer.DelayCall( TimeSpan.FromSeconds( 2.0 ), new TimerStateCallback( RepeatEffect ), attacker ); } } private void RepeatEffect( object state ) { Mobile attacker = (Mobile)state; attacker.FixedEffect( 0x3728, 10, 15 ); attacker.PlaySound( 0x2A1 ); } private class InternalTimer : Timer { private Mobile m_Attacker; private Mobile m_Defender; private double m_DamageRemaining; private double m_DamageToDo; private readonly double DamagePerTick; public InternalTimer( Mobile attacker, Mobile defender, int totalDamage ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.25 ), 12 ) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each. { m_Attacker = attacker; m_Defender = defender; m_DamageRemaining = (double)totalDamage; DamagePerTick = (double)totalDamage / 12 + 0.01; Priority = TimerPriority.TwentyFiveMS; } protected override void OnTick() { if ( !m_Defender.Alive || m_DamageRemaining <= 0 ) { Stop(); Registry.Remove( m_Defender ); return; } m_DamageRemaining -= DamagePerTick; m_DamageToDo += DamagePerTick; if ( m_DamageRemaining <= 0 && m_DamageToDo < 1 ) m_DamageToDo = 1.0; //Confirm this 'round up' at the end int damage = (int)m_DamageToDo; if ( damage > 0 ) { m_Defender.Damage( damage, m_Attacker ); m_DamageToDo -= damage; } if ( !m_Defender.Alive || m_DamageRemaining <= 0 ) { Stop(); Registry.Remove( m_Defender ); } } } } }