public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); info.SetSkillUseState(Common.SkillUseState.normal); if (ShotToEnemyRestricted(source, skill)) { info.SetSkillUseState(Common.SkillUseState.invalidTarget); return(false); } if (NotCheckDistance(source)) { info.SetSkillUseState(Common.SkillUseState.tooFar); return(false); } float dmgMult = skill.GetFloatInput("dmg_mult"); float dmgAreaMult = skill.GetFloatInput("dmg_area_mult"); float dmgPc = skill.GetFloatInput("dmg_pc"); float dmgTime = skill.GetFloatInput("dmg_time"); int stackCount = skill.GetIntInput("stack_count"); float radius = skill.GetFloatInput("radius"); var sourceWeapon = source.Weapon(); var sourceBonuses = source.Bonuses(); var sourceMessage = source.MmoMessage(); var sourceCharacter = source.Character(); var sourceRace = source.Raceable(); bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; dmgAreaMult *= 2; dmgTime *= 2; } WeaponHitInfo hit; var shot = sourceWeapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { sourceMessage.SendShot(Common.EventReceiver.OwnerAndSubscriber, shot); var genDmg = sourceWeapon.GenerateDamage(); genDmg.Mult(dmgAreaMult); InputDamage inpDamage = new InputDamage(source, genDmg); foreach (var pTarget in GetTargets(source, source.Target().targetObject, radius)) { pTarget.Value.Damagable().ReceiveDamage(inpDamage); if (sourceBonuses.GetBuffCountWithTag(Common.BonusType.increase_damage_on_pc, skill.data.Id) < stackCount) { Buff buff = new Buff(Guid.NewGuid().ToString(), null, Common.BonusType.increase_damage_on_pc, dmgTime, dmgPc); buff.SetTag(skill.data.Id); sourceBonuses.SetBuff(buff, source); } } return(true); } else { sourceMessage.SendShot(Common.EventReceiver.ItemOwner, shot); return(false); } }