UO-Dev Arama


Yazar: runuo.com
Tarih: 23-09-2009 17:34


Paylaş : Paylaş

Kod:
using System;
using System.Collections.Generic;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;

namespace Server.Spells.Bushido
{
public class MomentumStrike : SamuraiMove
{
public MomentumStrike()
{
}

public override int BaseMana{ get{ return 10; } }
public override double RequiredSkill{ get{ return 70.0; } }

public override TextDefinition AbilityMessage{ get{ return new TextDefinition( 1070757 ); } } // You prepare to strike two enemies with one blow.

public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, false ) )
return;

ClearCurrentMove( attacker );

BaseWeapon weapon = attacker.Weapon as BaseWeapon;

List<Mobile> targets = new List<Mobile>();

foreach ( Mobile m in attacker.GetMobilesInRange( weapon.MaxRange ) )
{
if ( m == defender )
continue;

if ( m.Combatant != attacker )
continue;

targets.Add( m );
}

if ( targets.Count > 0 )
{
if ( !CheckMana( attacker, true ) )
return;

Mobile target = targets[Utility.Random( targets.Count )];

double damageBonus = attacker.Skills[SkillName.Bushido].Value / 100.0;

if ( !defender.Alive )
damageBonus *= 1.5;

attacker.SendLocalizedMessage( 1063171 ); // You transfer the momentum of your weapon into another enemy!
target.SendLocalizedMessage( 1063172 ); // You were hit by the momentum of a Samurai's weapon!

target.FixedParticles( 0x37B9, 1, 4, 0x251D, 0, 0, EffectLayer.Waist );

                attacker.PlaySound( 0x510 );

weapon.OnSwing( attacker, target, damageBonus );

CheckGain( attacker );
}
else
{
attacker.SendLocalizedMessage( 1063123 ); // There are no valid targets to attack!
}
}

public override void CheckGain( Mobile m )
{
m.CheckSkill( MoveSkill, RequiredSkill, 120.0 );
}
}
}



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