Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
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3324 changed files with 441118 additions and 433755 deletions
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@ -2,51 +2,51 @@ using System;
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namespace Server.Items
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{
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/// <summary>
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/// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa.
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/// </summary>
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public class ConcussionBlow : WeaponAbility
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{
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public ConcussionBlow()
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{
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}
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/// <summary>
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/// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice
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/// versa.
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/// </summary>
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public class ConcussionBlow : WeaponAbility
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{
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public override int BaseMana => 25;
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public override int BaseMana => 25;
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public override bool OnBeforeDamage(Mobile attacker, Mobile defender)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return false;
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public override bool OnBeforeDamage( Mobile attacker, Mobile defender )
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{
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if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
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return false;
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ClearCurrentAbility(attacker);
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ClearCurrentAbility( attacker );
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attacker.SendLocalizedMessage(1060165); // You have delivered a concussion!
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defender.SendLocalizedMessage(1060166); // You feel disoriented!
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attacker.SendLocalizedMessage( 1060165 ); // You have delivered a concussion!
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defender.SendLocalizedMessage( 1060166 ); // You feel disoriented!
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defender.PlaySound(0x213);
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defender.FixedParticles(0x377A, 1, 32, 9949, 1153, 0, EffectLayer.Head);
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defender.PlaySound( 0x213 );
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defender.FixedParticles( 0x377A, 1, 32, 9949, 1153, 0, EffectLayer.Head );
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Effects.SendMovingParticles(
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new Entity(Serial.Zero, new Point3D(defender.X, defender.Y, defender.Z + 10), defender.Map),
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new Entity(Serial.Zero, new Point3D(defender.X, defender.Y, defender.Z + 20), defender.Map), 0x36FE, 1, 0,
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false, false, 1133, 3, 9501, 1, 0, EffectLayer.Waist, 0x100);
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Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( defender.X, defender.Y, defender.Z + 10 ), defender.Map ), new Entity( Serial.Zero, new Point3D( defender.X, defender.Y, defender.Z + 20 ), defender.Map ), 0x36FE, 1, 0, false, false, 1133, 3, 9501, 1, 0, EffectLayer.Waist, 0x100 );
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int damage = 10; // Base damage is 10.
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int damage = 10; // Base damage is 10.
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if (defender.HitsMax > 0)
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{
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double hitsPercent = defender.Hits / (double)defender.HitsMax * 100.0;
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if ( defender.HitsMax > 0 )
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{
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double hitsPercent = ( (double)defender.Hits / (double)defender.HitsMax ) * 100.0;
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double manaPercent = 0;
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double manaPercent = 0;
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if (defender.ManaMax > 0)
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manaPercent = defender.Mana / (double)defender.ManaMax * 100.0;
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if ( defender.ManaMax > 0 )
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manaPercent = ( (double)defender.Mana / (double)defender.ManaMax ) * 100.0;
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damage += Math.Min((int)(Math.Abs(hitsPercent - manaPercent) / 4), 20);
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}
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damage += Math.Min( (int)(Math.Abs( hitsPercent - manaPercent ) / 4), 20 );
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}
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// Total damage is 10 + (0~20) = 10~30, physical, non-resistable.
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// Total damage is 10 + (0~20) = 10~30, physical, non-resistable.
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defender.Damage(damage, attacker);
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defender.Damage( damage, attacker );
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return true;
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}
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}
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}
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return true;
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}
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}
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}
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