Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
78
Projects/UOContent/Items/Weapons/Abilities/Disarm.cs
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78
Projects/UOContent/Items/Weapons/Abilities/Disarm.cs
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using System;
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namespace Server.Items
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{
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/// <summary>
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/// This attack allows you to disarm your foe.
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/// Now in Age of Shadows, a successful Disarm leaves the victim unable to re-arm another weapon for several seconds.
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/// </summary>
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public class Disarm : WeaponAbility
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{
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public static readonly TimeSpan BlockEquipDuration = TimeSpan.FromSeconds(5.0);
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public override int BaseMana => 20;
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// No longer active in pub21:
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/*public override bool CheckSkills( Mobile from )
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{
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if (!base.CheckSkills( from ))
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return false;
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if (!(from.Weapon is Fists))
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return true;
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Skill skill = from.Skills.ArmsLore;
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if (skill?.Base >= 80.0)
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return true;
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from.SendLocalizedMessage( 1061812 ); // You lack the required skill in armslore to perform that attack!
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return false;
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}*/
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public override bool RequiresTactics(Mobile from)
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{
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if (!(from.Weapon is BaseWeapon weapon))
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return false;
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return weapon.Skill != SkillName.Wrestling;
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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))
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return;
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ClearCurrentAbility(attacker);
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Item toDisarm = defender.FindItemOnLayer(Layer.OneHanded);
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if (toDisarm?.Movable == false)
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toDisarm = defender.FindItemOnLayer(Layer.TwoHanded);
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Container pack = defender.Backpack;
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if (pack == null || toDisarm?.Movable == false)
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{
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attacker.SendLocalizedMessage(1004001); // You cannot disarm your opponent.
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}
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else if ((!Core.ML && toDisarm == null) || toDisarm is BaseShield || toDisarm is Spellbook)
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{
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attacker.SendLocalizedMessage(1060849); // Your target is already unarmed!
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}
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else if (CheckMana(attacker, true))
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{
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attacker.SendLocalizedMessage(1060092); // You disarm their weapon!
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defender.SendLocalizedMessage(1060093); // Your weapon has been disarmed!
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defender.PlaySound(0x3B9);
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defender.FixedParticles(0x37BE, 232, 25, 9948, EffectLayer.LeftHand);
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pack.DropItem(toDisarm);
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BaseWeapon.BlockEquip(defender, BlockEquipDuration);
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}
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}
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}
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}
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