* Fixes RNG bias, we should never do `Utility.RandomDouble() <=` * Adds back champion artifacts behind UOML flag.
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Engines.ConPVP;
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namespace Server.Items
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{
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[SerializationGenerator(0, false)]
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public abstract partial class BaseSpear : BaseMeleeWeapon
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{
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public BaseSpear(int itemID) : base(itemID)
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{
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}
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public override int DefHitSound => 0x23C;
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public override int DefMissSound => 0x238;
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public override SkillName DefSkill => SkillName.Fencing;
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public override WeaponType DefType => WeaponType.Piercing;
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public override WeaponAnimation DefAnimation => WeaponAnimation.Pierce2H;
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public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
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{
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base.OnHit(attacker, defender, damageBonus);
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if (!Core.AOS && Layer == Layer.TwoHanded &&
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attacker.Skills.Anatomy.Value / 400.0 >= Utility.RandomDouble() &&
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DuelContext.AllowSpecialAbility(attacker, "Paralyzing Blow", false))
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{
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defender.SendLocalizedMessage(1072221); // You have been hit by a paralyzing blow!
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defender.Freeze(TimeSpan.FromSeconds(2.0));
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attacker.SendLocalizedMessage(1060163); // You deliver a paralyzing blow!
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attacker.PlaySound(0x11C);
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}
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if (!Core.AOS && Poison != null && PoisonCharges > 0)
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{
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--PoisonCharges;
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if (Utility.RandomBool()) // 50% chance to poison
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{
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defender.ApplyPoison(attacker, Poison);
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}
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}
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}
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}
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}
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