#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Weapons/Abilities/WhirlwindAttack.cs
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88
Scripts/Items/Weapons/Abilities/WhirlwindAttack.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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namespace Server.Items
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{
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/// <summary>
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/// A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing.
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/// </summary>
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public class WhirlwindAttack : WeaponAbility
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{
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public WhirlwindAttack()
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{
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}
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public override int BaseMana{ get{ return 15; } }
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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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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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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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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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double bushido = attacker.Skills.Bushido.Value;
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double damageBonus = 1.0 + Math.Pow( (targets.Count * bushido) / 60, 2 ) / 100;
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if ( damageBonus > 2.0 )
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damageBonus = 2.0;
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attacker.RevealingAction();
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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.SendLocalizedMessage( 1060161 ); // The whirling attack strikes a target!
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m.SendLocalizedMessage( 1060162 ); // You are struck by the whirling attack and take damage!
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weapon.OnHit( attacker, m, damageBonus );
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}
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}
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}
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}
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}
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