using System; namespace Server.Items { /// /// Does damage and paralyses your opponent for a short time. /// public class NerveStrike : WeaponAbility { public NerveStrike() { } public override int BaseMana => 30; public override bool CheckSkills( Mobile from ) { if ( GetSkill( from, SkillName.Bushido ) < 50.0 ) { from.SendLocalizedMessage( 1070768, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack! return false; } return base.CheckSkills( from ); } public override bool OnBeforeSwing( Mobile attacker, Mobile defender ) { if ( defender.Paralyzed ) { attacker.SendLocalizedMessage( 1061923 ); // The target is already frozen. return false; } return true; } public override void OnHit( Mobile attacker, Mobile defender, int damage ) { if ( !Validate( attacker ) || !CheckMana( attacker, true ) ) return; ClearCurrentAbility( attacker ); bool cantpara = Server.Items.ParalyzingBlow.IsImmune(defender); if ( cantpara ) { attacker.SendLocalizedMessage(1070804); // Your target resists paralysis. defender.SendLocalizedMessage(1070813); // You resist paralysis. } else { attacker.SendLocalizedMessage(1063356); // You cripple your target with a nerve strike! defender.SendLocalizedMessage(1063357); // Your attacker dealt a crippling nerve strike! } attacker.PlaySound(0x204); defender.FixedEffect(0x376A, 9, 32); defender.FixedParticles(0x37C4, 1, 8, 0x13AF, 0, 0, EffectLayer.Waist); if ( Core.ML ) { AOS.Damage( defender, attacker, (int)( 15.0 * ( attacker.Skills[SkillName.Bushido].Value - 50.0 ) / 70.0 + Utility.Random( 10 ) ), true, 100, 0, 0, 0, 0 ); //0-25 if (!cantpara && ((150.0 / 7.0 + (4.0 * attacker.Skills[SkillName.Bushido].Value) / 7.0) / 100.0) > Utility.RandomDouble()) { defender.Paralyze( TimeSpan.FromSeconds( 2.0 ) ); Server.Items.ParalyzingBlow.BeginImmunity( defender, Server.Items.ParalyzingBlow.FreezeDelayDuration ); } } else if ( !cantpara ) { AOS.Damage( defender, attacker, (int)(15.0 * (attacker.Skills[SkillName.Bushido].Value - 50.0) / 70.0 + 10), true, 100, 0, 0, 0, 0 ); //10-25 defender.Freeze(TimeSpan.FromSeconds(2.0)); Server.Items.ParalyzingBlow.BeginImmunity(defender, Server.Items.ParalyzingBlow.FreezeDelayDuration); } } } }