using System; using System.Collections.Generic; using System.Linq; using Server.Spells; namespace Server.Items { /// /// A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing. /// public class WhirlwindAttack : WeaponAbility { public WhirlwindAttack() { } public override int BaseMana { get { return 15; } } public override bool OnBeforeDamage(Mobile attacker, Mobile defender) { BaseWeapon wep = attacker.Weapon as BaseWeapon; if (wep != null) wep.ProcessingMultipleHits = true; return true; } public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!this.Validate(attacker)) return; ClearCurrentAbility(attacker); Map map = attacker.Map; if (map == null) return; BaseWeapon weapon = attacker.Weapon as BaseWeapon; if (weapon == null) return; if (!this.CheckMana(attacker, true)) return; attacker.FixedEffect(0x3728, 10, 15); attacker.PlaySound(0x2A1); var list = SpellHelper.AcquireIndirectTargets(attacker, attacker, attacker.Map, 1) .OfType() .Where(m => attacker.InRange(m, weapon.MaxRange) && m != defender).ToList(); int count = list.Count; if (count > 0) { double bushido = attacker.Skills.Bushido.Value; double damageBonus = 1.0 + Math.Pow((count * bushido) / 60, 2) / 100; if (damageBonus > 2.0) damageBonus = 2.0; attacker.RevealingAction(); foreach(var m in list) { attacker.SendLocalizedMessage(1060161); // The whirling attack strikes a target! m.SendLocalizedMessage(1060162); // You are struck by the whirling attack and take damage! weapon.OnHit(attacker, m, damageBonus); } } ColUtility.Free(list); weapon.ProcessingMultipleHits = false; } } }