137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
using Server.Collections;
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namespace Server.Spells.Mysticism;
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public class NetherCycloneSpell : MysticSpell, ITargetingSpell<IPoint3D>
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{
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private static readonly SpellInfo _info = new(
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"Nether Cyclone",
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"Grav Hur",
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-1,
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9002,
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Reagent.MandrakeRoot,
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Reagent.Nightshade,
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Reagent.SulfurousAsh,
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Reagent.Bloodmoss
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);
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public NetherCycloneSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override SpellCircle Circle => SpellCircle.Eighth;
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public void Target(IPoint3D p)
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{
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var loc = (p as Item)?.GetWorldLocation() ?? new Point3D(p);
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if (SpellHelper.CheckTown(loc, Caster) && CheckSequence())
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{
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/* Summons a gale of lethal winds that strikes all Targets within a radius around
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* the Target's Location, dealing chaos damage. In addition to inflicting damage,
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* each Target of the Nether Cyclone temporarily loses a percentage of mana and
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* stamina. The effectiveness of the Nether Cyclone is determined by a comparison
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* between the Caster's Mysticism and either Focus or Imbuing (whichever is greater)
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* skills and the Resisting Spells skill of the Target.
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*/
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SpellHelper.Turn(Caster, p);
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var map = Caster.Map;
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if (map != null)
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{
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using var pool = PooledRefQueue<Mobile>.Create();
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var pvp = false;
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PlayEffect(loc, Caster.Map);
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foreach (var m in map.GetMobilesInRange(loc, 2))
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{
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if (m == Caster)
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{
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continue;
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}
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if (SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) && Caster.CanSee(m))
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{
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if (!Caster.InLOS(m))
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{
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continue;
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}
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pool.Enqueue(m);
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if (m.Player)
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{
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pvp = true;
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}
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}
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}
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var damage = GetNewAosDamage(51, 1, 5, pvp);
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var reduction = (GetBaseSkill(Caster) + GetDamageSkill(Caster)) / 1200.0;
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while (pool.Count > 0)
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{
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var m = pool.Dequeue();
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Caster.DoHarmful(m);
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SpellHelper.Damage(this, m, damage, 0, 0, 0, 0, 0, 100);
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var resistedReduction = reduction - m.Skills.MagicResist.Value / 800.0;
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m.Stam -= (int)(m.StamMax * resistedReduction);
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m.Mana -= (int)(m.ManaMax * resistedReduction);
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}
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}
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}
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTarget<IPoint3D>(this, allowGround: true);
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}
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private static void PlayEffect(Point3D p, Map map)
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{
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Effects.PlaySound(p, map, 0x64F);
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PlaySingleEffect(p, map, -1, 1, -1, 1);
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PlaySingleEffect(p, map, -2, 0, -3, -1);
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PlaySingleEffect(p, map, -3, -1, -1, 1);
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PlaySingleEffect(p, map, 1, 3, -1, 1);
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PlaySingleEffect(p, map, -1, 1, 1, 3);
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}
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private static void PlaySingleEffect(Point3D p, Map map, int a, int b, int c, int d)
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{
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int x = p.X, y = p.Y, z = p.Z + 18;
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SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + b, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + a, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + a, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + b, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + d, z));
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}
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private static void SendEffectPacket(Point3D p, Map map, Point3D orig, Point3D dest)
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{
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Effects.SendMovingEffect(
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p,
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map,
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0x375A,
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orig,
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dest,
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0,
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0,
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false,
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false,
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0x49A,
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0x4
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);
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}
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}
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