using System.Collections.Generic; using Server.Items; namespace Server.Spells.Bushido { public class MomentumStrike : SamuraiMove { public override int BaseMana => 10; public override double RequiredSkill => 70.0; public override TextDefinition AbilityMessage => new TextDefinition(1070757); // You prepare to strike two enemies with one blow. public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, false)) return; ClearCurrentMove(attacker); BaseWeapon weapon = attacker.Weapon as BaseWeapon; List targets = new List(); foreach (Mobile m in attacker.GetMobilesInRange(weapon.MaxRange)) { if (m == defender) continue; if (m.Combatant != attacker) continue; targets.Add(m); } if (targets.Count > 0) { if (!CheckMana(attacker, true)) return; Mobile target = targets[Utility.Random(targets.Count)]; double damageBonus = attacker.Skills[SkillName.Bushido].Value / 100.0; if (!defender.Alive) damageBonus *= 1.5; attacker.SendLocalizedMessage(1063171); // You transfer the momentum of your weapon into another enemy! target.SendLocalizedMessage(1063172); // You were hit by the momentum of a Samurai's weapon! target.FixedParticles(0x37B9, 1, 4, 0x251D, 0, 0, EffectLayer.Waist); attacker.PlaySound(0x510); weapon.OnSwing(attacker, target, damageBonus); CheckGain(attacker); } else { attacker.SendLocalizedMessage(1063123); // There are no valid targets to attack! } } public override void CheckGain(Mobile m) { m.CheckSkill(MoveSkill, RequiredSkill, 120.0); } } }