#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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157
Scripts/Spells/Mysticism/NetherCycloneSpell.cs
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157
Scripts/Spells/Mysticism/NetherCycloneSpell.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.Targeting;
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namespace Server.Spells.Mysticism
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{
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public class NetherCycloneSpell : MysticSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Nether Cyclone", "Grav Hur",
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-1,
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9002,
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Reagent.MandrakeRoot,
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Reagent.Nightshade,
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Reagent.SulfurousAsh,
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Reagent.Bloodmoss
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);
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public override TimeSpan CastDelayBase { get { return TimeSpan.FromSeconds( 2.5 ); } }
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public override double RequiredSkill { get { return 83.0; } }
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public override int RequiredMana { get { return 50; } }
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public NetherCycloneSpell( Mobile caster, Item scroll )
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: base( caster, scroll, m_Info )
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{
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}
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public override void OnCast()
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{
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Caster.Target = new InternalTarget( this );
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}
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public void Target( IPoint3D p )
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{
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if ( SpellHelper.CheckTown( p, Caster ) && CheckSequence() )
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{
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/* Summons a gale of lethal winds that strikes all Targets within a radius around
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* the Target's Location, dealing chaos damage. In addition to inflicting damage,
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* each Target of the Nether Cyclone temporarily loses a percentage of mana and
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* stamina. The effectiveness of the Nether Cyclone is determined by a comparison
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* between the Caster's Mysticism and either Focus or Imbuing (whichever is greater)
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* skills and the Resisting Spells skill of the Target.
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*/
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SpellHelper.Turn( Caster, p );
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if ( p is Item )
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p = ( (Item) p ).GetWorldLocation();
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var targets = new List<Mobile>();
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var map = Caster.Map;
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var pvp = false;
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if ( map != null )
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{
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PlayEffect( p, Caster.Map );
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foreach ( var m in map.GetMobilesInRange( new Point3D( p ), 2 ) )
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{
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if ( m == Caster )
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continue;
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if ( SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) && Caster.CanSee( m ) )
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{
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if ( !Caster.InLOS( m ) )
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continue;
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targets.Add( m );
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if ( m.Player )
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pvp = true;
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}
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}
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}
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var damage = GetNewAosDamage( 51, 1, 5, pvp );
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var reduction = ( GetBaseSkill( Caster ) + GetBoostSkill( Caster ) ) / 1200.0;
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foreach ( var m in targets )
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{
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Caster.DoHarmful( m );
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var types = new int[4];
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types[Utility.Random( types.Length )] = 100;
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SpellHelper.Damage( this, m, damage, 0, types[0], types[1], types[2], types[3] );
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var resistedReduction = reduction - ( m.Skills[SkillName.MagicResist].Value / 800.0 );
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m.Stam -= (int) ( m.StamMax * resistedReduction );
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m.Mana -= (int) ( m.ManaMax * resistedReduction );
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}
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}
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FinishSequence();
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}
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private static void PlayEffect( IPoint3D p, Map map )
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{
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Effects.PlaySound( p, map, 0x64F );
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PlaySingleEffect( p, map, -1, 1, -1, 1 );
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PlaySingleEffect( p, map, -2, 0, -3, -1 );
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PlaySingleEffect( p, map, -3, -1, -1, 1 );
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PlaySingleEffect( p, map, 1, 3, -1, 1 );
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PlaySingleEffect( p, map, -1, 1, 1, 3 );
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}
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private static void PlaySingleEffect( IPoint3D p, Map map, int a, int b, int c, int d )
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{
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int x = p.X, y = p.Y, z = p.Z + 18;
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SendEffectPacket( p, map, new Point3D( x + a, y + c, z ), new Point3D( x + a, y + c, z ) );
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SendEffectPacket( p, map, new Point3D( x + b, y + c, z ), new Point3D( x + b, y + c, z ) );
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SendEffectPacket( p, map, new Point3D( x + b, y + d, z ), new Point3D( x + b, y + d, z ) );
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SendEffectPacket( p, map, new Point3D( x + a, y + d, z ), new Point3D( x + a, y + d, z ) );
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SendEffectPacket( p, map, new Point3D( x + b, y + c, z ), new Point3D( x + a, y + c, z ) );
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SendEffectPacket( p, map, new Point3D( x + b, y + d, z ), new Point3D( x + b, y + c, z ) );
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SendEffectPacket( p, map, new Point3D( x + a, y + d, z ), new Point3D( x + b, y + d, z ) );
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SendEffectPacket( p, map, new Point3D( x + a, y + c, z ), new Point3D( x + a, y + d, z ) );
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}
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private static void SendEffectPacket( IPoint3D p, Map map, Point3D orig, Point3D dest )
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{
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Effects.SendPacket( p, map, new HuedEffect( EffectType.Moving, Serial.Zero, Serial.Zero, 0x375A, orig, dest, 0, 0, false, false, 0x49A, 0x4 ) );
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}
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private class InternalTarget : Target
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{
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private NetherCycloneSpell m_Owner;
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public InternalTarget( NetherCycloneSpell owner )
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: base( 12, true, TargetFlags.None )
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{
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m_Owner = owner;
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}
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protected override void OnTarget( Mobile from, object o )
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{
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var p = o as IPoint3D;
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if ( p != null )
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m_Owner.Target( p );
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}
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protected override void OnTargetFinish( Mobile from )
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{
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m_Owner.FinishSequence();
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}
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}
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}
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}
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