#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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135
Scripts/Items/Weapons/Abilities/BleedAttack.cs
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135
Scripts/Items/Weapons/Abilities/BleedAttack.cs
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using System;
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using System.Collections;
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using Server.Mobiles;
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using Server.Spells.Necromancy;
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using Server.Network;
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using Server.Spells;
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namespace Server.Items
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{
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/// <summary>
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/// Make your opponent bleed profusely with this wicked use of your weapon.
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/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
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/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
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/// </summary>
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public class BleedAttack : WeaponAbility
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{
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public BleedAttack()
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{
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}
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public override int BaseMana{ get{ return 30; } }
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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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// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
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TransformContext context = TransformationSpellHelper.GetContext( defender );
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if ( (context != null && ( context.Type == typeof( LichFormSpell ) || context.Type == typeof( WraithFormSpell ))) ||
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(defender is BaseCreature && ((BaseCreature)defender).BleedImmune) )
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{
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attacker.SendLocalizedMessage( 1062052 ); // Your target is not affected by the bleed attack!
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return;
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}
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attacker.SendLocalizedMessage( 1060159 ); // Your target is bleeding!
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defender.SendLocalizedMessage( 1060160 ); // You are bleeding!
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if ( defender is PlayerMobile )
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{
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defender.LocalOverheadMessage( MessageType.Regular, 0x21, 1060757 ); // You are bleeding profusely
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defender.NonlocalOverheadMessage( MessageType.Regular, 0x21, 1060758, defender.Name ); // ~1_NAME~ is bleeding profusely
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}
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defender.PlaySound( 0x133 );
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defender.FixedParticles( 0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist );
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BeginBleed( defender, attacker );
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}
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private static Hashtable m_Table = new Hashtable();
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public static bool IsBleeding( Mobile m )
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{
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return m_Table.Contains( m );
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}
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public static void BeginBleed( Mobile m, Mobile from )
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{
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Timer t = (Timer)m_Table[m];
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if ( t != null )
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t.Stop();
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t = new InternalTimer( from, m );
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m_Table[m] = t;
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t.Start();
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}
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public static void DoBleed( Mobile m, Mobile from, int level )
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{
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if ( m.Alive )
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{
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int damage = Utility.RandomMinMax( level, level * 2 );
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if ( !m.Player )
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damage *= 2;
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m.PlaySound( 0x133 );
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m.Damage( damage, from );
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Blood blood = new Blood();
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blood.ItemID = Utility.Random( 0x122A, 5 );
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blood.MoveToWorld( m.Location, m.Map );
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}
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else
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{
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EndBleed( m, false );
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}
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}
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public static void EndBleed( Mobile m, bool message )
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{
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Timer t = (Timer)m_Table[m];
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if ( t == null )
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return;
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t.Stop();
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m_Table.Remove( m );
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if ( message )
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m.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
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}
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private class InternalTimer : Timer
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{
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private Mobile m_From;
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private Mobile m_Mobile;
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private int m_Count;
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public InternalTimer( Mobile from, Mobile m ) : base( TimeSpan.FromSeconds( 2.0 ), TimeSpan.FromSeconds( 2.0 ) )
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{
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m_From = from;
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m_Mobile = m;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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DoBleed( m_Mobile, m_From, 5 - m_Count );
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if ( ++m_Count == 5 )
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EndBleed( m_Mobile, true );
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}
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}
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}
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}
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