Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -2,51 +2,51 @@ using System;
namespace Server.Items
{
/// <summary>
/// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa.
/// </summary>
public class ConcussionBlow : WeaponAbility
{
public ConcussionBlow()
{
}
/// <summary>
/// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice
/// versa.
/// </summary>
public class ConcussionBlow : WeaponAbility
{
public override int BaseMana => 25;
public override int BaseMana => 25;
public override bool OnBeforeDamage(Mobile attacker, Mobile defender)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return false;
public override bool OnBeforeDamage( Mobile attacker, Mobile defender )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return false;
ClearCurrentAbility(attacker);
ClearCurrentAbility( attacker );
attacker.SendLocalizedMessage(1060165); // You have delivered a concussion!
defender.SendLocalizedMessage(1060166); // You feel disoriented!
attacker.SendLocalizedMessage( 1060165 ); // You have delivered a concussion!
defender.SendLocalizedMessage( 1060166 ); // You feel disoriented!
defender.PlaySound(0x213);
defender.FixedParticles(0x377A, 1, 32, 9949, 1153, 0, EffectLayer.Head);
defender.PlaySound( 0x213 );
defender.FixedParticles( 0x377A, 1, 32, 9949, 1153, 0, EffectLayer.Head );
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);
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 );
int damage = 10; // Base damage is 10.
int damage = 10; // Base damage is 10.
if (defender.HitsMax > 0)
{
double hitsPercent = defender.Hits / (double)defender.HitsMax * 100.0;
if ( defender.HitsMax > 0 )
{
double hitsPercent = ( (double)defender.Hits / (double)defender.HitsMax ) * 100.0;
double manaPercent = 0;
double manaPercent = 0;
if (defender.ManaMax > 0)
manaPercent = defender.Mana / (double)defender.ManaMax * 100.0;
if ( defender.ManaMax > 0 )
manaPercent = ( (double)defender.Mana / (double)defender.ManaMax ) * 100.0;
damage += Math.Min((int)(Math.Abs(hitsPercent - manaPercent) / 4), 20);
}
damage += Math.Min( (int)(Math.Abs( hitsPercent - manaPercent ) / 4), 20 );
}
// Total damage is 10 + (0~20) = 10~30, physical, non-resistable.
// Total damage is 10 + (0~20) = 10~30, physical, non-resistable.
defender.Damage(damage, attacker);
defender.Damage( damage, attacker );
return true;
}
}
}
return true;
}
}
}