81 lines
No EOL
2.5 KiB
C#
81 lines
No EOL
2.5 KiB
C#
using System;
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namespace Server.Items
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{
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/// <summary>
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/// Does damage and paralyses your opponent for a short time.
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/// </summary>
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public class NerveStrike : WeaponAbility
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{
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public override int BaseMana => 30;
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public override bool CheckSkills(Mobile from)
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{
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if (GetSkill(from, SkillName.Bushido) < 50.0)
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{
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from.SendLocalizedMessage(1070768,
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"50"); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
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return false;
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}
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return base.CheckSkills(from);
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}
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public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
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{
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if (defender.Paralyzed)
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{
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attacker.SendLocalizedMessage(1061923); // The target is already frozen.
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return false;
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}
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return true;
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return;
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ClearCurrentAbility(attacker);
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bool cantpara = Items.ParalyzingBlow.IsImmune(defender);
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if (cantpara)
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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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attacker.SendLocalizedMessage(1063356); // You cripple your target with a nerve strike!
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defender.SendLocalizedMessage(1063357); // Your attacker dealt a crippling nerve strike!
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}
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attacker.PlaySound(0x204);
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defender.FixedEffect(0x376A, 9, 32);
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defender.FixedParticles(0x37C4, 1, 8, 0x13AF, 0, 0, EffectLayer.Waist);
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if (Core.ML)
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{
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AOS.Damage(defender, attacker,
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(int)(15.0 * (attacker.Skills.Bushido.Value - 50.0) / 70.0 + Utility.Random(10)), true, 100,
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0, 0, 0, 0); //0-25
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if (!cantpara && (150.0 / 7.0 + 4.0 * attacker.Skills.Bushido.Value / 7.0) / 100.0 >
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Utility.RandomDouble())
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{
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defender.Paralyze(TimeSpan.FromSeconds(2.0));
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Items.ParalyzingBlow.BeginImmunity(defender, Items.ParalyzingBlow.FreezeDelayDuration);
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}
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}
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else if (!cantpara)
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{
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AOS.Damage(defender, attacker, (int)(15.0 * (attacker.Skills.Bushido.Value - 50.0) / 70.0 + 10),
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true, 100, 0, 0, 0, 0); //10-25
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defender.Freeze(TimeSpan.FromSeconds(2.0));
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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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} |