#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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78
Scripts/Spells/Eighth/Earthquake.cs
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78
Scripts/Spells/Eighth/Earthquake.cs
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using System;
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using System.Collections.Generic;
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using Server.Network;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Spells.Eighth
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{
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public class EarthquakeSpell : MagerySpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Earthquake", "In Vas Por",
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233,
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9012,
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false,
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Reagent.Bloodmoss,
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Reagent.Ginseng,
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Reagent.MandrakeRoot,
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Reagent.SulfurousAsh
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);
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public override SpellCircle Circle { get { return SpellCircle.Eighth; } }
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public EarthquakeSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
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{
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}
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public override bool DelayedDamage{ get{ return !Core.AOS; } }
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public override void OnCast()
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{
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if ( SpellHelper.CheckTown( Caster, Caster ) && CheckSequence() )
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{
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List<Mobile> targets = new List<Mobile>();
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Map map = Caster.Map;
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if ( map != null )
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foreach ( Mobile m in Caster.GetMobilesInRange( 1 + (int)(Caster.Skills[SkillName.Magery].Value / 15.0) ) )
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if ( Caster != m && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) && (!Core.AOS || Caster.InLOS( m )) )
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targets.Add( m );
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Caster.PlaySound( 0x220 );
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for ( int i = 0; i < targets.Count; ++i )
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{
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Mobile m = targets[i];
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int damage;
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if ( Core.AOS )
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{
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damage = m.Hits / 2;
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if ( !m.Player )
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damage = Math.Max( Math.Min( damage, 100 ), 15 );
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damage += Utility.RandomMinMax( 0, 15 );
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}
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else
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{
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damage = (m.Hits * 6) / 10;
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if ( !m.Player && damage < 10 )
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damage = 10;
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else if ( damage > 75 )
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damage = 75;
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}
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Caster.DoHarmful( m );
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SpellHelper.Damage( TimeSpan.Zero, m, Caster, damage, 100, 0, 0, 0, 0 );
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}
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}
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FinishSequence();
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}
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}
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}
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