servuo/Scripts/Abilities/ShadowStrike.cs
TrueUO e78c0795a9 Books now once again work correctly in the CC and EC.
Travesty now uses the proper weapon specials. Specials when in natual form have also been toned down
Controlled creatures no longer lose focus when attacking on kill/attack control order
Temporarily removed looting rights for healing as this is suspected in causing a shard lockup. It will either be refactored or investigated further
Fixed issue where boat courses were not working properly and the tillerman was piloting the boat in the wrong DirectionL
Boat course no longer works in the corgul region
Corgul Island map now indicates when the encounter will Expire
Simplified code used to determine if an item or subclass of an item can be crafted
2020-04-19 13:26:24 -04:00

54 lines
1.8 KiB
C#

namespace Server.Items
{
/// <summary>
/// This powerful ability requires secondary skills to activate.
/// Successful use of Shadowstrike deals extra damage to the target — and renders the attacker invisible!
/// Only those who are adept at the art of stealth will be able to use this ability.
/// </summary>
public class ShadowStrike : WeaponAbility
{
public override int BaseMana => 20;
public override double DamageScalar => 1.25;
public override bool RequiresSecondarySkill(Mobile from)
{
return false;
}
public override bool CheckSkills(Mobile from)
{
if (!base.CheckSkills(from))
return false;
Skill skill = from.Skills[SkillName.Stealth];
if (skill != null && skill.Value >= 80.0)
return true;
from.SendLocalizedMessage(1060183); // You lack the required stealth to perform that attack
return false;
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage(1060078); // You strike and hide in the shadows!
defender.SendLocalizedMessage(1060079); // You are dazed by the attack and your attacker vanishes!
Effects.SendLocationParticles(EffectItem.Create(attacker.Location, attacker.Map, EffectItem.DefaultDuration), 0x376A, 8, 12, 9943);
attacker.PlaySound(0x482);
defender.FixedEffect(0x37BE, 20, 25);
attacker.Combatant = null;
attacker.Warmode = false;
attacker.Hidden = true;
}
}
}