### Summary - [X] Lightning arrow no longer allows SDI - [X] Lightning arrow now proc's even without arrows - [X] Fixed NPE with lightning arrow when a monster is already killed.
63 lines
2 KiB
C#
63 lines
2 KiB
C#
using Server.Spells;
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using System;
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using Server.Collections;
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namespace Server.Items
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{
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public class LightningArrow : WeaponAbility
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{
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public override int BaseMana => 20;
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public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
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{
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if (!Validate(attacker))
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{
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return;
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}
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ClearCurrentAbility(attacker);
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Map map = attacker.Map;
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if (map == null || attacker.Weapon is not BaseWeapon weapon || !CheckMana(attacker, true))
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{
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return;
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}
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using var list = PooledRefList<Mobile>.Create();
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foreach (Mobile m in worldLocation.Map.GetMobilesInRange(worldLocation.Location, 5))
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{
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if (m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m) &&
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m is { Deleted: false, Alive: true } && attacker.CanSee(m) && attacker.CanBeHarmful(m) &&
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attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m))
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{
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list.Add(m);
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}
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}
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// Defender might be already dead/internalized
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if (defender is { Deleted: false, Alive: true })
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{
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defender.BoltEffect(0);
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AOS.Damage(defender, attacker, Utility.RandomMinMax(29, 40), 0, 0, 0, 0, 100);
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}
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else
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{
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Effects.SendBoltEffect(new Entity(Serial.Zero, worldLocation.Location, worldLocation.Map));
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}
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var count = Math.Min(list.Count, 2);
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if (count > 0)
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{
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list.Shuffle();
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for (var i = 0; i < count; i++)
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{
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var m = list[i];
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m.BoltEffect(0);
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AOS.Damage(m, attacker, Utility.RandomMinMax(29, 40), 0, 0, 0, 0, 100);
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}
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}
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}
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}
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}
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