### Summary - [X] Lightning arrow no longer allows SDI - [X] Lightning arrow now proc's even without arrows - [X] Fixed NPE with lightning arrow when a monster is already killed.
77 lines
2.7 KiB
C#
77 lines
2.7 KiB
C#
using System;
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using Server.Mobiles;
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namespace Server.Items
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{
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/// <summary>
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/// If you are on foot, dismounts your opponent and damage the ethereal's rider or the
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/// living mount(which must be healed before ridden again). If you are mounted, damages
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/// and stuns the mounted opponent.
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/// </summary>
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public class RidingSwipe : WeaponAbility
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{
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public override int BaseMana => 30;
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public override bool RequiresSE => true;
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public override bool RequiresSecondarySkill(Mobile from) => true;
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public override SkillName GetSecondarySkillName(Mobile from) => SkillName.Bushido;
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public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
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{
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if (!defender.Mounted)
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{
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attacker.SendLocalizedMessage(1060848); // This attack only works on mounted targets
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ClearCurrentAbility(attacker);
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return;
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}
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if (!Validate(attacker) || !CheckMana(attacker, true))
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{
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return;
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}
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ClearCurrentAbility(attacker);
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if (!attacker.Mounted)
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{
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var mount = defender.Mount as Mobile;
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BaseMount.Dismount(defender);
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if (mount != null) // Ethy mounts don't take damage
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{
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var amount = 10 + (int)(10.0 * (attacker.Skills.Bushido.Value - 50.0) / 70.0 + 5);
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AOS.Damage(
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mount,
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null,
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amount,
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100,
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0,
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0,
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0,
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0
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); // The mount just takes damage, there's no flagging as if it was attacking the mount directly
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// TODO: Mount prevention until mount healed
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}
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}
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else
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{
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var amount = 10 + (int)(10.0 * (attacker.Skills.Bushido.Value - 50.0) / 70.0 + 5);
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AOS.Damage(defender, attacker, amount, 100, 0, 0, 0, 0);
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if (Items.ParalyzingBlow.IsImmune(defender)) // Does it still do damage?
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{
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attacker.SendLocalizedMessage(1070804); // Your target resists paralysis.
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defender.SendLocalizedMessage(1070813); // You resist paralysis.
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}
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else
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{
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defender.Paralyze(TimeSpan.FromSeconds(3.0));
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Items.ParalyzingBlow.BeginImmunity(defender, Items.ParalyzingBlow.FreezeDelayDuration);
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}
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}
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}
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}
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}
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