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