ModernUO/Scripts/Spells/Ninjitsu/Backstab.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
Logging of staff crafting items,
Fixes for the OSI client changes
The potion stacking stuff
BaseWeapon fix, so that damage increase things don't multiply themselves.
admin gump fixes for Firewall
Various display tweaks for weight
SoS no longer spawn in Tokuno
Hiryu hues happified to OSI standards
staff now see alliance chat correctly
Play barkeeper text increased per OSI
Various other OSI skill requirement changes
Various unimplemented features of the SE moves
EventSink for when the client version is received from client.
Client validation moved out of the core.
Client version validation now has options to ignore/kick/warn/annoy.  Automagically tries to detect current client.
Reverted the delayeddamagecontext back to OSI standards.
Can no longer use bags of sending in jail.

MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em.
TransformationSpellHelper now implemented.  Things moved around for this.
Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle.  Circle doesn't make sense for non-Magery spells!
Alot of the spellweaving spells added to OSI standards.
2007-05-26 03:12:41 +00:00

80 lines
No EOL
2.1 KiB
C#

using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
using Server.SkillHandlers;
namespace Server.Spells.Ninjitsu
{
public class Backstab : NinjaMove
{
public Backstab()
{
}
public override int BaseMana{ get{ return 30; } }
public override double RequiredSkill{ get{ return Core.ML ? 40.0 : 20.0; } }
public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1063089 ); } } // You prepare to Backstab your opponent.
public override double GetDamageScalar( Mobile attacker, Mobile defender )
{
double ninjitsu = attacker.Skills[SkillName.Ninjitsu].Value;
return 1.0 + (ninjitsu / 360) + Tracking.GetStalkingBonus( attacker, defender ) / 100;
}
public override bool Validate( Mobile from )
{
if( !from.Hidden || from.AllowedStealthSteps <= 0 )
{
from.SendLocalizedMessage( 1063087 ); // You must be in stealth mode to use this ability.
return false;
}
return base.Validate( from );
}
public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
{
bool valid = Validate( attacker ) && CheckMana( attacker, true );
if( valid )
{
attacker.BeginAction( typeof( Stealth ) );
Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), delegate { attacker.EndAction( typeof( Stealth ) ); } );
}
return valid;
}
public override bool ValidatesDuringHit { get { return false; } }
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
//Validates before swing
ClearCurrentMove( attacker );
attacker.SendLocalizedMessage( 1063090 ); // You quickly stab your opponent as you come out of hiding!
defender.FixedParticles( 0x37B9, 1, 5, 0x251D, 0x651, 0, EffectLayer.Waist );
attacker.RevealingAction();
CheckGain( attacker );
}
public override void OnMiss( Mobile attacker, Mobile defender )
{
ClearCurrentMove( attacker );
attacker.SendLocalizedMessage( 1063161 ); // You failed to properly use the element of surprise.
attacker.RevealingAction();
}
}
}