using Server.Mobiles; using Server.Targeting; namespace Server.Spells.Sixth { public class RevealSpell : MagerySpell, ISpellTargetingPoint3D { private static SpellInfo m_Info = new SpellInfo( "Reveal", "Wis Quas", 206, 9002, Reagent.Bloodmoss, Reagent.SulfurousAsh ); public RevealSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override SpellCircle Circle => SpellCircle.Sixth; public override void OnCast() { Caster.Target = new SpellTargetPoint3D(this, TargetFlags.None, Core.ML ? 10 : 12); } public void Target(IPoint3D p) { if (!Caster.CanSee(p)) { Caster.SendLocalizedMessage(500237); // Target can not be seen. } else if (CheckSequence()) { SpellHelper.Turn(Caster, p); SpellHelper.GetSurfaceTop(ref p); Map map = Caster.Map; if (map != null) { IPooledEnumerable eable = map.GetMobilesInRange(new Point3D(p), 1 + (int)(Caster.Skills.Magery.Value / 20.0)); foreach (Mobile m in eable) { if (m is ShadowKnight && (m.X != p.X || m.Y != p.Y || !m.Hidden || m.AccessLevel != AccessLevel.Player && Caster.AccessLevel <= m.AccessLevel || !CheckDifficulty(Caster, m))) continue; m.RevealingAction(); m.FixedParticles(0x375A, 9, 20, 5049, EffectLayer.Head); m.PlaySound(0x1FD); } eable.Free(); } } FinishSequence(); } // Reveal uses magery and detect hidden vs. hide and stealth private static bool CheckDifficulty(Mobile from, Mobile m) { // Reveal always reveals vs. invisibility spell if (!Core.AOS || InvisibilitySpell.HasTimer(m)) return true; int magery = from.Skills.Magery.Fixed; int detectHidden = from.Skills.DetectHidden.Fixed; int hiding = m.Skills.Hiding.Fixed; int stealth = m.Skills.Stealth.Fixed; int divisor = hiding + stealth; int chance; if (divisor > 0) chance = 50 * (magery + detectHidden) / divisor; else chance = 100; return chance > Utility.Random(100); } } }