### 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.
514 lines
17 KiB
C#
514 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.ConPVP;
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using Server.Mobiles;
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using Server.Spells;
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using Server.Spells.Bushido;
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using Server.Spells.Necromancy;
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using Server.Spells.Ninjitsu;
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namespace Server.Items
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{
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public abstract class WeaponAbility
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{
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public static WeaponAbility[] Abilities { get; } =
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{
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null,
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new ArmorIgnore(),
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new BleedAttack(),
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new ConcussionBlow(),
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new CrushingBlow(),
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new Disarm(),
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new Dismount(),
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new DoubleStrike(),
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new InfectiousStrike(),
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new MortalStrike(),
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new MovingShot(),
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new ParalyzingBlow(),
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new ShadowStrike(),
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new WhirlwindAttack(),
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new RidingSwipe(),
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new FrenziedWhirlwind(),
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new Block(),
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new DefenseMastery(),
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new NerveStrike(),
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new TalonStrike(),
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new Feint(),
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new DualWield(),
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new DoubleShot(),
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new ArmorPierce(),
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new Bladeweave(),
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new ForceArrow(),
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new LightningArrow(),
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new PsychicAttack(),
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new SerpentArrow(),
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new ForceOfNature(),
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new InfusedThrow(),
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new MysticArc(),
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};
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public static readonly WeaponAbility ArmorIgnore = Abilities[1];
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public static readonly WeaponAbility BleedAttack = Abilities[2];
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public static readonly WeaponAbility ConcussionBlow = Abilities[3];
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public static readonly WeaponAbility CrushingBlow = Abilities[4];
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public static readonly WeaponAbility Disarm = Abilities[5];
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public static readonly WeaponAbility Dismount = Abilities[6];
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public static readonly WeaponAbility DoubleStrike = Abilities[7];
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public static readonly WeaponAbility InfectiousStrike = Abilities[8];
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public static readonly WeaponAbility MortalStrike = Abilities[9];
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public static readonly WeaponAbility MovingShot = Abilities[10];
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public static readonly WeaponAbility ParalyzingBlow = Abilities[11];
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public static readonly WeaponAbility ShadowStrike = Abilities[12];
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public static readonly WeaponAbility WhirlwindAttack = Abilities[13];
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public static readonly WeaponAbility RidingSwipe = Abilities[14];
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public static readonly WeaponAbility FrenziedWhirlwind = Abilities[15];
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public static readonly WeaponAbility Block = Abilities[16];
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public static readonly WeaponAbility DefenseMastery = Abilities[17];
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public static readonly WeaponAbility NerveStrike = Abilities[18];
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public static readonly WeaponAbility TalonStrike = Abilities[19];
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public static readonly WeaponAbility Feint = Abilities[20];
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public static readonly WeaponAbility DualWield = Abilities[21];
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public static readonly WeaponAbility DoubleShot = Abilities[22];
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public static readonly WeaponAbility ArmorPierce = Abilities[23];
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public static readonly WeaponAbility Bladeweave = Abilities[24];
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public static readonly WeaponAbility ForceArrow = Abilities[25];
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public static readonly WeaponAbility LightningArrow = Abilities[26];
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public static readonly WeaponAbility PsychicAttack = Abilities[27];
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public static readonly WeaponAbility SerpentArrow = Abilities[28];
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public static readonly WeaponAbility ForceOfNature = Abilities[29];
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public static readonly WeaponAbility InfusedThrow = Abilities[30];
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public static readonly WeaponAbility MysticArc = Abilities[31];
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private static readonly Dictionary<Mobile, WeaponAbilityContext> m_PlayersTable = new();
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public virtual int BaseMana => 0;
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public virtual int AccuracyBonus => 0;
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public virtual double DamageScalar => 1.0;
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public virtual bool RequiresSE => false;
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public static Dictionary<Mobile, WeaponAbility> Table { get; } = new();
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public virtual bool ValidatesDuringHit => true;
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// Passing location since defender might be already killed (deleted/internalized)
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public virtual void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation)
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{
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}
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public virtual void OnMiss(Mobile attacker, Mobile defender)
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{
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}
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public virtual bool OnBeforeSwing(Mobile attacker, Mobile defender) => true;
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public virtual bool OnBeforeDamage(Mobile attacker, Mobile defender) => true;
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public virtual bool RequiresTactics(Mobile from) => true;
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public virtual bool RequiresSecondarySkill(Mobile from) => false;
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/// <summary>
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/// Return primary skill for ability. Default 70/90
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/// </summary>
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/// <param name="from"></param>
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/// <returns></returns>
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public virtual double GetRequiredSkill(Mobile from)
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{
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if (from.Weapon is BaseWeapon weapon)
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{
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if (weapon.PrimaryAbility == this || weapon.PrimaryAbility == Bladeweave)
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{
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return 70.0;
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}
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if (weapon.SecondaryAbility == this || weapon.SecondaryAbility == Bladeweave)
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{
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return 90.0;
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}
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}
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return 200.0;
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}
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/// <summary>
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/// Returns secondary skill for Ability. Default 50.
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/// </summary>
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/// <param name="from"></param>
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/// <returns></returns>
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public virtual double GetRequiredSecondarySkill(Mobile from) => 50.0;
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/// <summary>
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/// Return secondary skillName. Default bushido/ninjitsu
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/// </summary>
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/// <param name="from"></param>
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/// <returns></returns>
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public virtual SkillName GetSecondarySkillName(Mobile from) => from.Skills[SkillName.Ninjitsu].Base > from.Skills[SkillName.Bushido].Base ? SkillName.Ninjitsu : SkillName.Bushido;
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/// <summary>
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/// Returns tactics needed for Ability. Default 70/90.
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/// </summary>
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/// <param name="from"></param>
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/// <returns></returns>
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public virtual double GetRequiredTactics(Mobile from)
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{
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if (from.Weapon is BaseWeapon weapon)
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{
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if (weapon.PrimaryAbility == this || weapon.PrimaryAbility == Bladeweave)
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{
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return 70.0;
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}
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if (weapon.SecondaryAbility == this || weapon.SecondaryAbility == Bladeweave)
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{
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return 90.0;
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}
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}
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return 200.0;
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}
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public virtual int CalculateMana(Mobile from)
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{
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var mana = BaseMana;
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var skillTotal =
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GetSkill(from, SkillName.Swords) +
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GetSkill(from, SkillName.Macing) +
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GetSkill(from, SkillName.Fencing) +
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GetSkill(from, SkillName.Archery) +
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GetSkill(from, SkillName.Parry) +
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GetSkill(from, SkillName.Lumberjacking) +
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GetSkill(from, SkillName.Stealth) +
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GetSkill(from, SkillName.Poisoning) +
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GetSkill(from, SkillName.Bushido) +
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GetSkill(from, SkillName.Ninjitsu);
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if (skillTotal >= 300.0)
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{
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mana -= 10;
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}
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else if (skillTotal >= 200.0)
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{
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mana -= 5;
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}
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var scalar = 1.0;
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if (!MindRotSpell.GetMindRotScalar(from, ref scalar))
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{
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scalar = 1.0;
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}
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// Lower Mana Cost = 40%
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var lmc = Math.Min(AosAttributes.GetValue(from, AosAttribute.LowerManaCost), 40);
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scalar -= (double)lmc / 100;
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mana = (int)(mana * scalar);
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// Using a special move within 3 seconds of the previous special move costs double mana
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if (GetContext(from) != null)
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{
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mana *= 2;
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}
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return mana;
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}
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public virtual bool CheckWeaponSkill(Mobile from)
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{
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if (from.Weapon is not BaseWeapon weapon)
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{
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return false;
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}
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var skill = from.Skills[weapon.Skill];
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var reqSkill = GetRequiredSkill(from);
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var reqTactics = Core.ML && RequiresTactics(from);
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if (reqTactics && from.Skills.Tactics.Base < GetRequiredTactics(from))
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{
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// You need ~1_SKILL_REQUIREMENT~ weapon and tactics skill to perform that attack
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from.SendLocalizedMessage(1079308, reqSkill.ToString());
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return false;
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}
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var reqSecondarySkill = GetRequiredSecondarySkill(from);
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SkillName secondarySkill = GetSecondarySkillName(from);
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if (RequiresSecondarySkill(from) && from.Skills[secondarySkill].Base < reqSecondarySkill)
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{
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int loc = GetSkillLocalization(secondarySkill);
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if (loc == 1060184)
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{
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from.SendLocalizedMessage(loc);
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}
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else
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{
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from.SendLocalizedMessage(loc, reqSecondarySkill.ToString());
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}
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return false;
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}
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if (skill?.Base >= reqSkill)
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{
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return true;
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}
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/* <UBWS> */
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if (weapon.WeaponAttributes.UseBestSkill > 0 &&
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(from.Skills.Swords.Base >= reqSkill ||
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from.Skills.Macing.Base >= reqSkill ||
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from.Skills.Fencing.Base >= reqSkill)
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)
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{
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return true;
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}
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/* </UBWS> */
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// You need ~1_SKILL_REQUIREMENT~ weapon skill to perform that attack
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from.SendLocalizedMessage(1060182, reqSkill.ToString());
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return false;
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}
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private static int GetSkillLocalization(SkillName skill)
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{
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return skill switch
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{
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SkillName.Bushido => 1063347, // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
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SkillName.Ninjitsu => 1063347, // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
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SkillName.Poisoning => 1060184, // You lack the required poisoning to perform that attack
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_ => 1157351 // You need ~1_SKILL_REQUIREMENT~ weapon and tactics skill to perform that attack
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};
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}
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public virtual bool CheckSkills(Mobile from) => CheckWeaponSkill(from);
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public virtual double GetSkill(Mobile from, SkillName skillName) => from.Skills[skillName]?.Value ?? 0.0;
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public virtual bool CheckMana(Mobile from, bool consume)
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{
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var mana = CalculateMana(from);
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if (from.Mana < mana)
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{
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if (from is BaseCreature creature && creature.HasManaOveride)
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{
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return true;
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}
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// You need ~1_MANA_REQUIREMENT~ mana to perform that attack
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from.SendLocalizedMessage(1060181, mana.ToString());
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return false;
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}
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if (consume)
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{
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if (GetContext(from) == null)
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{
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Timer timer = new WeaponAbilityTimer(from);
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timer.Start();
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AddContext(from, new WeaponAbilityContext(timer));
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}
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from.Mana -= mana;
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}
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return true;
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}
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public virtual bool Validate(Mobile from)
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{
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if (!from.Player)
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{
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return true;
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}
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var state = from.NetState;
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if (state == null)
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{
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return false;
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}
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if (RequiresSE && !state.SupportsExpansion(Expansion.SE))
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{
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from.SendLocalizedMessage(1063456); // You must upgrade to Samurai Empire in order to use that ability.
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return false;
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}
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if (HonorableExecution.IsUnderPenalty(from) || AnimalForm.UnderTransformation(from))
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{
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from.SendLocalizedMessage(1063024); // You cannot perform this special move right now.
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return false;
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}
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if (Core.ML && from.Spell != null)
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{
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from.SendLocalizedMessage(1063024); // You cannot perform this special move right now.
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return false;
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}
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string option = this switch
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{
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ArmorIgnore _ => "Armor Ignore",
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ArmorPierce _ => "Armor Pierce",
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Bladeweave _ => "Bladeweave",
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BleedAttack _ => "Bleed Attack",
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Block _ => "Block",
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ConcussionBlow _ => "Concussion Blow",
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CrushingBlow _ => "Crushing Blow",
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DefenseMastery _ => "Defense Mastery",
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Disarm _ => "Disarm",
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Dismount _ => "Dismount",
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DoubleShot _ => "Double Shot",
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DoubleStrike _ => "Double Strike",
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DualWield _ => "Dual Wield",
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Feint _ => "Feint",
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ForceArrow _ => "Force Arrow",
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ForceOfNature _ => "Force of Nature",
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FrenziedWhirlwind _ => "Frenzied Whirlwind",
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InfectiousStrike _ => "Infectious Strike",
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InfusedThrow _ => "Infused Throw",
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LightningArrow _ => "Lightning Arrow",
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MortalStrike _ => "Mortal Strike",
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MovingShot _ => "Moving Shot",
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MysticArc _ => "Mystic Arc",
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NerveStrike _ => "Nerve Strike",
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ParalyzingBlow _ => "Paralyzing Blow",
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PsychicAttack _ => "Psychic Attack",
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RidingSwipe _ => "Riding Swipe",
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SerpentArrow _ => "Serpent Arrow",
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ShadowStrike _ => "Shadow Strike",
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TalonStrike _ => "Talon Strike",
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WhirlwindAttack _ => "Whirlwind Attack",
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_ => null
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};
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if (option != null && !DuelContext.AllowSpecialAbility(from, option, true))
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{
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return false;
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}
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return CheckSkills(from);
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}
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public static bool IsWeaponAbility(Mobile m, WeaponAbility a) =>
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a == null || !m.Player || m.Weapon is BaseWeapon weapon &&
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(weapon.PrimaryAbility == a || weapon.SecondaryAbility == a);
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public static WeaponAbility GetCurrentAbility(Mobile m)
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{
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if (!Core.AOS)
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{
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ClearCurrentAbility(m);
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return null;
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}
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Table.TryGetValue(m, out var a);
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if (!IsWeaponAbility(m, a))
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{
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ClearCurrentAbility(m);
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return null;
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}
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if (a?.ValidatesDuringHit == true && (!a.Validate(m) || !a.CheckMana(m, false)))
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{
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ClearCurrentAbility(m);
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return null;
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}
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return a;
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}
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public static bool SetCurrentAbility(Mobile m, WeaponAbility a)
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{
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if (!Core.AOS)
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{
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ClearCurrentAbility(m);
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return false;
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}
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if (!IsWeaponAbility(m, a))
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{
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ClearCurrentAbility(m);
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return false;
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}
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if (a?.Validate(m) == false || a?.CheckMana(m, false) == false)
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{
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ClearCurrentAbility(m);
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return false;
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}
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if (a == null)
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{
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Table.Remove(m);
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}
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else
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{
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SpecialMove.ClearCurrentMove(m);
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Table[m] = a;
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}
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return true;
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}
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public static void ClearCurrentAbility(Mobile m)
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{
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Table.Remove(m);
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if (Core.AOS)
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{
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m.NetState.SendClearWeaponAbility();
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}
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}
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private static void AddContext(Mobile m, WeaponAbilityContext context)
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{
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m_PlayersTable[m] = context;
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}
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private static void RemoveContext(Mobile m)
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{
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if (m_PlayersTable.Remove(m, out var context))
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{
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context.Timer?.Stop();
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}
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}
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private static WeaponAbilityContext GetContext(Mobile m)
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{
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m_PlayersTable.TryGetValue(m, out var context);
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return context;
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}
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private class WeaponAbilityTimer : Timer
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{
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private readonly Mobile m_Mobile;
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public WeaponAbilityTimer(Mobile from) : base(TimeSpan.FromSeconds(3.0)) => m_Mobile = from;
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protected override void OnTick()
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{
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RemoveContext(m_Mobile);
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}
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}
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private class WeaponAbilityContext
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{
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public WeaponAbilityContext(Timer timer) => Timer = timer;
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public Timer Timer { get; }
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}
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}
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}
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