ModernUO/Scripts/Items/Weapons/Abilities/ConcussionBlow.cs
2018-08-14 06:16:50 +08:00

52 lines
1.6 KiB
C#

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()
{
}
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;
}
}
}