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using System;
using Server;
using Server.Targeting;
using Server.Network;
using Server.Mobiles;

namespace Server.Spells.Fourth
{
public class GreaterHealSpell : MagerySpell
{
private static SpellInfo m_Info = new SpellInfo(
"Greater Heal", "In Vas Mani",
204,
9061,
Reagent.Garlic,
Reagent.Ginseng,
Reagent.MandrakeRoot,
Reagent.SpidersSilk
);

public override SpellCircle Circle { get { return SpellCircle.Fourth; } }

public GreaterHealSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
{
}

public override void OnCast()
{
Caster.Target = new InternalTarget( this );
}

public void Target( Mobile m )
{
if ( !Caster.CanSee( m ) )
{
Caster.SendLocalizedMessage( 500237 ); // Target can not be seen.
}
else if ( m is BaseCreature && ((BaseCreature)m).IsAnimatedDead )
{
Caster.SendLocalizedMessage( 1061654 ); // You cannot heal that which is not alive.
}
else if ( m.IsDeadBondedPet )
{
Caster.SendLocalizedMessage( 1060177 ); // You cannot heal a creature that is already dead!
}
else if ( m is Golem )
{
Caster.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500951 ); // You cannot heal that.
}
else if ( m.Poisoned || Server.Items.MortalStrike.IsWounded( m ) )
{
Caster.LocalOverheadMessage( MessageType.Regular, 0x22, (Caster == m) ? 1005000 : 1010398 );
}
else if ( CheckBSequence( m ) )
{
SpellHelper.Turn( Caster, m );

// Algorithm: (40% of magery) + (1-10)

int toHeal = (int)(Caster.Skills[SkillName.Magery].Value * 0.4);
toHeal += Utility.Random( 1, 10 );

//m.Heal( toHeal, Caster );
SpellHelper.Heal( toHeal, m, Caster );

m.FixedParticles( 0x376A, 9, 32, 5030, EffectLayer.Waist );
m.PlaySound( 0x202 );
}

FinishSequence();
}

public class InternalTarget : Target
{
private GreaterHealSpell m_Owner;

public InternalTarget( GreaterHealSpell owner ) : base( Core.ML ? 10 : 12, false, TargetFlags.Beneficial )
{
m_Owner = owner;
}

protected override void OnTarget( Mobile from, object o )
{
if ( o is Mobile )
{
m_Owner.Target( (Mobile)o );
}
}

protected override void OnTargetFinish( Mobile from )
{
m_Owner.FinishSequence();
}
}
}
}

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