using System; namespace Server.Items { /// /// This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa. /// public class ConcussionBlow : WeaponAbility { public ConcussionBlow() { } public override int BaseMana{ get{ return 25; } } public override void OnHit( Mobile attacker, Mobile defender, int damage ) { if ( !Validate( attacker ) || !CheckMana( attacker, true ) ) return; ClearCurrentAbility( attacker ); attacker.SendLocalizedMessage( 1060165 ); // You have delivered a concussion! defender.SendLocalizedMessage( 1060166 ); // You feel disoriented! defender.PlaySound( 0x213 ); defender.FixedParticles( 0x377A, 1, 32, 9949, 1153, 0, EffectLayer.Head ); Effects.SendMovingParticles( new Entity( Serial.Zero, new Point3D( defender.X, defender.Y, defender.Z + 10 ), defender.Map ), new Entity( Serial.Zero, new Point3D( defender.X, defender.Y, defender.Z + 20 ), defender.Map ), 0x36FE, 1, 0, false, false, 1133, 3, 9501, 1, 0, EffectLayer.Waist, 0x100 ); AOS.Damage( defender, attacker, Utility.RandomMinMax( 10, 40 ), 100, 0, 0, 0, 0 ); } } }