using System; using System.Collections.Generic; 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 override int BaseMana => 30; public static Dictionary Registry { get; } = new(); public override bool CheckSkills(Mobile from) { if (GetSkill(from, SkillName.Ninjitsu) < 50.0 && GetSkill(from, SkillName.Bushido) < 50.0) { // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack! from.SendLocalizedMessage(1063347, "50"); return false; } return base.CheckSkills(from); } public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, true)) { return; } ClearCurrentAbility(attacker); var map = attacker.Map; if (!(map != null && attacker.Weapon is BaseWeapon weapon)) { return; } // 5-15 damage var amount = (int)(10.0 * ((Math.Max( attacker.Skills.Bushido.Value, attacker.Skills.Ninjitsu.Value ) - 50.0) / 70.0 + 5)); bool didEffect = false; var eable = attacker.GetMobilesInRange(1); foreach (var m in eable) { if (m?.Deleted == false && m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m) && m.Map == attacker.Map && m.Alive && attacker.CanSee(m) && attacker.CanBeHarmful(m) && attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m)) { attacker.DoHarmful(m, true); if (Registry.TryGetValue(m, out var timer)) { timer.Stop(); Registry.Remove(m); } timer = new FrenziedWirlwindTimer(attacker, m, amount); timer.Start(); Registry.Add(m, timer); didEffect = true; } } eable.Free(); if (didEffect) { attacker.FixedEffect(0x3728, 10, 15); attacker.PlaySound(0x2A1); } Timer.StartTimer(TimeSpan.FromSeconds(2.0), () => RepeatEffect(attacker)); } private void RepeatEffect(Mobile attacker) { attacker.FixedEffect(0x3728, 10, 15); attacker.PlaySound(0x2A1); } public class FrenziedWirlwindTimer : Timer { private readonly double DamagePerTick; private readonly Mobile m_Attacker; private readonly Mobile m_Defender; private double m_DamageRemaining; private double m_DamageToDo; public FrenziedWirlwindTimer(Mobile attacker, Mobile defender, int totalDamage) : base( TimeSpan.Zero, TimeSpan.FromSeconds(0.25), 12 ) // 3 seconds at .25 seconds apart = 12. Confirm delay in between of .25 each. { m_Attacker = attacker; m_Defender = defender; m_DamageRemaining = totalDamage; DamagePerTick = (double)totalDamage / 12 + 0.01; } 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 } var 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); } } } } }