Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
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@ -1,46 +0,0 @@
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namespace Server.Items
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{
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/// <summary>
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/// The highly skilled warrior can use this special attack to make two quick swings in succession.
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/// Landing both blows would be devastating!
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/// </summary>
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public class DoubleStrike : WeaponAbility
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{
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public override int BaseMana => 30;
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public override double DamageScalar => 0.9;
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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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attacker.SendLocalizedMessage(1060084); // You attack with lightning speed!
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defender.SendLocalizedMessage(1060085); // Your attacker strikes with lightning speed!
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defender.PlaySound(0x3BB);
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defender.FixedEffect(0x37B9, 244, 25);
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// Swing again:
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// If no combatant, wrong map, one of us is a ghost, or cannot see, or deleted, then stop combat
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if (defender.Deleted || attacker.Deleted || defender.Map != attacker.Map ||
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!defender.Alive || !attacker.Alive || !attacker.CanSee(defender))
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{
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attacker.Combatant = null;
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return;
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}
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IWeapon weapon = attacker.Weapon;
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if (!(weapon != null && attacker.InRange(defender, weapon.MaxRange) && attacker.InLOS(defender)))
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return;
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BaseWeapon.InDoubleStrike = true;
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attacker.RevealingAction();
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attacker.NextCombatTime = Core.TickCount + (int)weapon.OnSwing(attacker, defender).TotalMilliseconds;
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BaseWeapon.InDoubleStrike = false;
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}
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}
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}
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