using System; namespace Server.Items { /// /// Does damage and paralyses your opponent for a short time. /// public class NerveStrike : WeaponAbility { 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 = 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.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.Bushido.Value / 7.0) / 100.0 > Utility.RandomDouble()) { defender.Paralyze(TimeSpan.FromSeconds(2.0)); Items.ParalyzingBlow.BeginImmunity(defender, Items.ParalyzingBlow.FreezeDelayDuration); } } else if (!cantpara) { AOS.Damage(defender, attacker, (int)(15.0 * (attacker.Skills.Bushido.Value - 50.0) / 70.0 + 10), true, 100, 0, 0, 0, 0); //10-25 defender.Freeze(TimeSpan.FromSeconds(2.0)); Items.ParalyzingBlow.BeginImmunity(defender, Items.ParalyzingBlow.FreezeDelayDuration); } } } }