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Scripts/Items/Weapons/Abilities/NerveStrike.cs
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66
Scripts/Items/Weapons/Abilities/NerveStrike.cs
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using System;
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using Server;
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namespace Server.Items
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{
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/// <summary>
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/// Does damage and paralyses your opponent for a short time.
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/// </summary>
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public class NerveStrike : WeaponAbility
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{
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public NerveStrike()
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{
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}
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public override int BaseMana { get { return 30; } }
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public override bool CheckSkills( Mobile from )
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{
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if( GetSkill( from, SkillName.Bushido ) < 50.0 )
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{
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from.SendLocalizedMessage( 1070768, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
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return false;
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}
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return base.CheckSkills( from );
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}
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public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
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{
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if( defender.Paralyzed )
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{
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attacker.SendLocalizedMessage( 1061923 ); // The target is already frozen.
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return false;
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}
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return true;
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}
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public override void OnHit( Mobile attacker, Mobile defender, int damage )
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{
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if( !Validate( attacker ) || !CheckMana( attacker, true ) )
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return;
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ClearCurrentAbility( attacker );
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if( Server.Items.ParalyzingBlow.IsImmune( defender ) ) //After mana consumption intentional
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{
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attacker.SendLocalizedMessage( 1070804 ); // Your target resists paralysis.
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defender.SendLocalizedMessage( 1070813 ); // You resist paralysis.
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return;
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}
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attacker.SendLocalizedMessage( 1063356 ); // You cripple your target with a nerve strike!
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defender.SendLocalizedMessage( 1063357 ); // Your attacker dealt a crippling nerve strike!
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attacker.PlaySound( 0x204 );
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defender.FixedEffect( 0x376A, 9, 32 );
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defender.FixedParticles( 0x37C4, 1, 8, 0x13AF, 0, 0, EffectLayer.Waist );
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AOS.Damage( defender, attacker, (int)(15.0 * (attacker.Skills[SkillName.Bushido].Value - 50.0) / 70.0 + 10), 100, 0, 0, 0, 0 ); //10-25
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defender.Paralyze( TimeSpan.FromSeconds( 3.0 ) );
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Server.Items.ParalyzingBlow.BeginImmunity( defender, Server.Items.ParalyzingBlow.FreezeDelayDuration );
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}
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}
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}
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