#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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168
Scripts/Items/Weapons/Abilities/FrenziedWhirlwind.cs
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168
Scripts/Items/Weapons/Abilities/FrenziedWhirlwind.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Spells;
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using Server.Engines.PartySystem;
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namespace Server.Items
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{
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/// <summary>
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/// A quick attack to all enemies in range of your weapon that causes damage over time. Requires Bushido or Ninjitsu skill.
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/// </summary>
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public class FrenziedWhirlwind : WeaponAbility
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{
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public FrenziedWhirlwind()
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{
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}
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public override bool CheckSkills( Mobile from )
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{
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if( GetSkill( from, SkillName.Ninjitsu ) < 50.0 && GetSkill( from, SkillName.Bushido ) < 50.0 )
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{
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from.SendLocalizedMessage( 1063347, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
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return false;
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}
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return base.CheckSkills( from );
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}
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public override int BaseMana { get { return 30; } }
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private static Hashtable m_Registry = new Hashtable();
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public static Hashtable Registry { get { return m_Registry; } }
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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 ) ) //Mana check after check that there are targets
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return;
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ClearCurrentAbility( attacker );
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Map map = attacker.Map;
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if( map == null )
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return;
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BaseWeapon weapon = attacker.Weapon as BaseWeapon;
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if( weapon == null )
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return;
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ArrayList list = new ArrayList();
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foreach( Mobile m in attacker.GetMobilesInRange( 1 ) )
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list.Add( m );
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ArrayList targets = new ArrayList();
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for( int i = 0; i < list.Count; ++i )
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{
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Mobile m = (Mobile)list[i];
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if( m != defender && m != attacker && SpellHelper.ValidIndirectTarget( attacker, m ) )
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{
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if( m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee( m ) || !attacker.CanBeHarmful( m ) )
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continue;
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if( !attacker.InRange( m, weapon.MaxRange ) )
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continue;
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if( attacker.InLOS( m ) )
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targets.Add( m );
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}
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}
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if( targets.Count > 0 )
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{
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if( !CheckMana( attacker, true ) )
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return;
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attacker.FixedEffect( 0x3728, 10, 15 );
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attacker.PlaySound( 0x2A1 );
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// 5-15 damage
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int amount = (int)(10.0 * ((Math.Max( attacker.Skills[SkillName.Bushido].Value, attacker.Skills[SkillName.Ninjitsu].Value ) - 50.0) / 70.0 + 5));
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for( int i = 0; i < targets.Count; ++i )
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{
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Mobile m = (Mobile)targets[i];
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attacker.DoHarmful( m, true );
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Timer t = Registry[m] as Timer;
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if( t != null )
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{
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t.Stop();
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Registry.Remove( m );
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}
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t = new InternalTimer( attacker, m, amount );
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t.Start();
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Registry.Add( m, t );
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}
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Timer.DelayCall( TimeSpan.FromSeconds( 2.0 ), new TimerStateCallback( RepeatEffect ), attacker );
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}
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}
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private void RepeatEffect( object state )
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{
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Mobile attacker = (Mobile)state;
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attacker.FixedEffect( 0x3728, 10, 15 );
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attacker.PlaySound( 0x2A1 );
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Attacker;
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private Mobile m_Defender;
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private double m_DamageRemaining;
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private double m_DamageToDo;
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private readonly double DamagePerTick;
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public InternalTimer( Mobile attacker, Mobile defender, int totalDamage )
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: base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.25 ), 12 ) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each.
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{
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m_Attacker = attacker;
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m_Defender = defender;
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m_DamageRemaining = (double)totalDamage;
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DamagePerTick = (double)totalDamage / 12 + 0.01;
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Priority = TimerPriority.TwentyFiveMS;
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}
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protected override void OnTick()
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{
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if( !m_Defender.Alive || m_DamageRemaining <= 0 )
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{
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Stop();
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Server.Items.FrenziedWhirlwind.Registry.Remove( m_Defender );
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return;
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}
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m_DamageRemaining -= DamagePerTick;
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m_DamageToDo += DamagePerTick;
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if( m_DamageRemaining <= 0 && m_DamageToDo < 1 )
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m_DamageToDo = 1.0; //Confirm this 'round up' at the end
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int damage = (int)m_DamageToDo;
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if( damage > 0 )
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{
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m_Defender.Damage( damage, m_Attacker );
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m_DamageToDo -= damage;
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}
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if( !m_Defender.Alive || m_DamageRemaining <= 0 )
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{
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Stop();
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Server.Items.FrenziedWhirlwind.Registry.Remove( m_Defender );
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}
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}
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}
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}
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}
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