using System.Collections.Generic; using System.Linq; 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 = attacker.GetMobilesInRange(weapon.MaxRange) .Where(m => m != defender).Where(m => m.Combatant == attacker).ToList(); if (targets.Count <= 0) { attacker.SendLocalizedMessage(1063123); // There are no valid targets to attack! return; } if (!CheckMana(attacker, true)) return; Mobile target = targets[Utility.Random(targets.Count)]; double damageBonus = attacker.Skills.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); } public override void CheckGain(Mobile m) { m.CheckSkill(MoveSkill, RequiredSkill, 120.0); } } }