#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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106
Scripts/Items/Weapons/Abilities/TalonStrike.cs
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106
Scripts/Items/Weapons/Abilities/TalonStrike.cs
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using System;
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using Server;
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using System.Collections;
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namespace Server.Items
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{
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/// <summary>
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/// Attack with increased damage with additional damage over time.
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/// </summary>
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public class TalonStrike : WeaponAbility
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{
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private static Hashtable m_Registry = new Hashtable();
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public static Hashtable Registry { get { return m_Registry; } }
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public TalonStrike()
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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 double DamageScalar { get { return 1.2; } }
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public override bool CheckSkills( Mobile from )
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{
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if( GetSkill( from, SkillName.Ninjitsu ) < 50.0 )
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{
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from.SendLocalizedMessage( 1063352, "50" ); // You need ~1_SKILL_REQUIREMENT~ Ninjitsu 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 void OnHit( Mobile attacker, Mobile defender, int damage )
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{
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if( Registry.Contains( defender ) || !Validate( attacker ) || !CheckMana( attacker, true ) )
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return;
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ClearCurrentAbility( attacker );
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attacker.SendLocalizedMessage( 1063358 ); // You deliver a talon strike!
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defender.SendLocalizedMessage( 1063359 ); // Your attacker delivers a talon strike!
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defender.FixedParticles( 0x373A, 1, 17, 0x26BC, 0x662, 0, EffectLayer.Waist );
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Timer t = new InternalTimer( defender, (int)(10.0 * (attacker.Skills[SkillName.Ninjitsu].Value - 50.0) / 70.0 + 5), attacker ); //5 - 15 damage
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t.Start();
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Registry.Add( defender, t );
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Defender;
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private double m_DamageRemaining;
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private double m_DamageToDo;
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private Mobile m_Attacker;
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private readonly double DamagePerTick;
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public InternalTimer( Mobile defender, int totalDamage, Mobile attacker )
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: base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.25 ), 12 ) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each.
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{
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m_Defender = defender;
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m_DamageRemaining = (double)totalDamage;
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Priority = TimerPriority.TwentyFiveMS;
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m_Attacker = attacker;
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DamagePerTick = (double)totalDamage / 12+.01;
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}
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protected override void OnTick()
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{
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if( !m_Defender.Alive || m_DamageRemaining <= 0 )
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{
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Stop();
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Server.Items.TalonStrike.Registry.Remove( m_Defender );
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return;
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}
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m_DamageRemaining -= DamagePerTick;
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m_DamageToDo += DamagePerTick;
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if( m_DamageRemaining <= 0 && m_DamageToDo < 1 )
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m_DamageToDo = 1.0; //Confirm this 'round up' at the end
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int damage = (int)m_DamageToDo;
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if( damage > 0 )
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{
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//m_Defender.Damage( damage, m_Attacker, false );
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m_Defender.Hits -= damage; //Don't show damage, don't disrupt
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m_DamageToDo -= damage;
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}
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if( !m_Defender.Alive || m_DamageRemaining <= 0 )
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{
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Stop();
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Server.Items.TalonStrike.Registry.Remove( m_Defender );
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}
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}
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}
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}
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}
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