using System; using System.Collections; using Server; using Server.Spells; namespace Server.Items { /// /// A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing. /// public class WhirlwindAttack : WeaponAbility { public WhirlwindAttack() { } public override int BaseMana{ get{ return 15; } } public override void OnHit( Mobile attacker, Mobile defender, int damage ) { if ( !Validate( attacker ) ) return; ClearCurrentAbility( attacker ); Map map = attacker.Map; if ( map == null ) return; BaseWeapon weapon = attacker.Weapon as BaseWeapon; if ( weapon == null ) return; if ( !CheckMana( attacker, true ) ) return; attacker.FixedEffect( 0x3728, 10, 15 ); attacker.PlaySound( 0x2A1 ); 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 ) { double bushido = attacker.Skills.Bushido.Value; double damageBonus = 1.0 + Math.Pow( (targets.Count * bushido) / 60, 2 ) / 100; if ( damageBonus > 2.0 ) damageBonus = 2.0; attacker.RevealingAction(); for ( int i = 0; i < targets.Count; ++i ) { Mobile m = (Mobile)targets[i]; attacker.SendLocalizedMessage( 1060161 ); // The whirling attack strikes a target! m.SendLocalizedMessage( 1060162 ); // You are struck by the whirling attack and take damage! weapon.OnHit( attacker, m, damageBonus ); } } } } }