using System; namespace Server.Items { /// /// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa. /// public class ConcussionBlow : WeaponAbility { public ConcussionBlow() { } public override int BaseMana => 25; public override bool OnBeforeDamage( Mobile attacker, Mobile defender ) { if ( !Validate( attacker ) || !CheckMana( attacker, true ) ) return false; ClearCurrentAbility( attacker ); 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 ); 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. if ( defender.HitsMax > 0 ) { double hitsPercent = ( (double)defender.Hits / (double)defender.HitsMax ) * 100.0; double manaPercent = 0; if ( defender.ManaMax > 0 ) manaPercent = ( (double)defender.Mana / (double)defender.ManaMax ) * 100.0; damage += Math.Min( (int)(Math.Abs( hitsPercent - manaPercent ) / 4), 20 ); } // Total damage is 10 + (0~20) = 10~30, physical, non-resistable. defender.Damage( damage, attacker ); return true; } } }