58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
using Server.Spells;
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using System;
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using System.Collections.Generic;
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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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//TODO - add ConsumeAmmo on weaponabilities
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// public override bool ConsumeAmmo => false;
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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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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List<Mobile> targets = new List<Mobile>();
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IPooledEnumerable eable = defender.GetMobilesInRange(5);
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foreach (Mobile m in eable)
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{
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if (m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m) && m?.Deleted == false &&
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m.Map == attacker.Map && m.Alive && 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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targets.Add(m);
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}
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}
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eable.Free();
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defender.BoltEffect(0);
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var mobilesLeft = Math.Min(targets.Count, 2);
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while (mobilesLeft-- > 0)
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{
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var index = Utility.Random(targets.Count);
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var m = targets[index];
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targets.RemoveAt(index);
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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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