public void FinishSequence(Mobile cible) { Owner.Animate(13, 7, 1, true, false, 0); double Ddamage = (int)((Owner.Niveau + Utility.RandomMinMax(minDegat, maxDegat)) * (Maitrise / 100.0)); Ddamage *= getRatio(); int damage = (int)Ddamage; damage /= m_number; //Donc en fait le minMax correspond au global !! if (Owner.CanBeBeneficial(cible)) { cible.Heal(damage); } //if(cible.Combatant == null && cible != Owner) // cible.Combatant = Owner; SortNubiaHelper.MakeEffect(Owner, cible, this, false, false); int i = 0; ArrayList targets = new ArrayList(); foreach (Mobile m in cible.GetMobilesInRange(5)) { if (m == cible || m == Owner.Combatant || !(Owner.CanBeBeneficial(m))) { continue; } i++; if (i >= m_number) { break; } SortNubiaHelper.MakeEffect(Owner, cible, this, false, false); if (m.Combatant == null) { m.Combatant = Owner; } //m.Damage( damage , Owner ); targets.Add(m); } int count = targets.Count; for (int t = 0; t < count; t++) { Mobile mob = targets[t] as Mobile; mob.Heal(damage); } EndSortNubia(); //important ;) }
public void FinishSequence(Mobile cible) { Owner.Animate(17, 7, 1, true, false, 0); bool mustExplose = false; int poisonLevel = m_minDegat; if (poisonLevel > 3) { poisonLevel = 3; } if (poisonLevel < 0) { poisonLevel = 0; } if (cible != Owner && Owner.CanBeHarmful(cible)) { cible.Poison = Poison.GetPoison(poisonLevel); } else { m_number++; } if (cible.Combatant == null && cible != Owner) { cible.Combatant = Owner; } SortNubiaHelper.MakeEffect(Owner, cible, this, true, mustExplose); int i = 0; ArrayList targets = new ArrayList(); foreach (Mobile m in cible.GetMobilesInRange(5)) { if (m == Owner || m == cible || !(Owner.CanBeHarmful(m))) { continue; } i++; if (i >= m_number) { break; } SortNubiaHelper.MakeEffect(Owner, m, this, true, mustExplose); if (m.Combatant == null) { m.Combatant = Owner; } //m.Damage( damage , Owner ); targets.Add(m); } int count = targets.Count; for (int t = 0; t < count; t++) { Mobile mob = targets[t] as Mobile; mob.Poison = Poison.GetPoison(poisonLevel); } EndSortNubia(); //important ;) }