ModernUO/Scripts/Spells/Necromancy/Wither.cs
2009-07-05 04:03:37 +00:00

86 lines
No EOL
2.4 KiB
C#
Raw Blame History

using System;
using System.Collections.Generic;
using Server.Network;
using Server.Items;
using Server.Targeting;
namespace Server.Spells.Necromancy
{
public class WitherSpell : NecromancerSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Wither", "Kal Vas An Flam",
203,
9031,
Reagent.NoxCrystal,
Reagent.GraveDust,
Reagent.PigIron
);
public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 1.25 ); } }
public override double RequiredSkill{ get{ return 60.0; } }
public override int RequiredMana{ get{ return 23; } }
public WitherSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}
public override bool DelayedDamage{ get{ return false; } }
public override void OnCast()
{
if ( CheckSequence() )
{
/* Creates a withering frost around the Caster,
* which deals Cold Damage to all valid targets in a radius of 5 tiles.
*/
Map map = Caster.Map;
if ( map != null )
{
List<Mobile> targets = new List<Mobile>();
foreach ( Mobile m in Caster.GetMobilesInRange( Core.ML ? 4 : 5 ) )
if ( Caster != m && Caster.InLOS( m ) && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) )
targets.Add( m );
Effects.PlaySound( Caster.Location, map, 0x1FB );
Effects.PlaySound( Caster.Location, map, 0x10B );
Effects.SendLocationParticles( EffectItem.Create( Caster.Location, map, EffectItem.DefaultDuration ), 0x37CC, 1, 40, 97, 3, 9917, 0 );
for ( int i = 0; i < targets.Count; ++i )
{
Mobile m = targets[i];
Caster.DoHarmful( m );
m.FixedParticles( 0x374A, 1, 15, 9502, 97, 3, (EffectLayer)255 );
double damage = Utility.RandomMinMax( 30, 35 );
damage *= (300 + (m.Karma / 100) + (GetDamageSkill( Caster ) * 10));
damage /= 1000;
int sdiBonus = AosAttributes.GetValue( Caster, AosAttribute.SpellDamage );
// PvP spell damage increase cap of 15% from an item<65>s magic property in Publish 33(SE)
if ( Core.SE && m.Player && Caster.Player && sdiBonus > 15 )
sdiBonus = 15;
damage *= ( 100 + sdiBonus );
damage /= 100;
// TODO: cap?
//if ( damage > 40 )
// damage = 40;
SpellHelper.Damage( this, m, damage, 0, 0, 100, 0, 0 );
}
}
}
FinishSequence();
}
}
}