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 override int BaseMana => 30; public static Hashtable Registry{ get; } = new Hashtable(); 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 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 readonly double DamagePerTick; private Mobile m_Attacker; private double m_DamageRemaining; private double m_DamageToDo; private Mobile m_Defender; 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 = 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); } } } } }