#### Back to Server.Items

## WeaponAbility

#### Derived Types: ArmorIgnore, ArmorPierce, BleedAttack, Block, ConcussionBlow, CrushingBlow, DefenseMastery, Disarm, Dismount, Disrobe, DoubleShot, DoubleStrike, DualWield, Feint, FrenziedWhirlwind, InfectiousStrike, MortalStrike, MovingShot, NerveStrike, ParalyzingBlow, RidingSwipe, ShadowStrike, TalonStrike, WhirlwindAttack

#### Nested Types: WeaponAbilityContext, WeaponAbilityTimer

(static) WeaponAbility[] Abilities( get; )
(static) Hashtable Table( get; )
(static) void AddContext( Mobile m, WeaponAbilityContext context )
(static) void ClearCurrentAbility( Mobile m )
(static) void EventSink_SetAbility( SetAbilityEventArgs e )
(static) WeaponAbilityContext GetContext( Mobile m )
(static) WeaponAbility GetCurrentAbility( Mobile m )
(static) void Initialize()
(static) bool IsWeaponAbility( Mobile m, WeaponAbility a )
(static) void RemoveContext( Mobile m )
(static) void RemoveContext( Mobile m, WeaponAbilityContext context )
(static) bool SetCurrentAbility( Mobile m, WeaponAbility a )
(ctor) WeaponAbility()
int AccuracyBonus( get; )
int BaseMana( get; )
double DamageScalar( get; )
bool RequiresSE( get; )
bool ValidatesDuringHit( get; )
virtual int CalculateMana( Mobile from )
virtual bool CheckMana( Mobile from, bool consume )
virtual bool CheckSkills( Mobile from )
virtual bool CheckWeaponSkill( Mobile from )
virtual double GetRequiredSkill( Mobile from )
virtual double GetSkill( Mobile from, SkillName skillName )
virtual bool OnBeforeDamage( Mobile attacker, Mobile defender )
virtual bool OnBeforeSwing( Mobile attacker, Mobile defender )
virtual void OnHit( Mobile attacker, Mobile defender, int damage )
virtual void OnMiss( Mobile attacker, Mobile defender )
virtual bool RequiresTactics( Mobile from )
virtual bool Validate( Mobile from )