94 lines
4.9 KiB
C#
94 lines
4.9 KiB
C#
using System;
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using Server;
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using Server.Items;
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using System.Collections.Generic;
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namespace Server.Mobiles.MannequinProperty
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{
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public abstract class ExtendedWeaponAttr : ValuedProperty
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{
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public abstract ExtendedWeaponAttribute Attribute { get; }
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public double GetPropertyValue(Item item)
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{
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return item is BaseWeapon ? ((BaseWeapon)item).ExtendedWeaponAttributes[Attribute] : 0;
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}
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public override bool Matches(Item item)
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{
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double total = GetPropertyValue(item);
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if (!IsBoolen)
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Value = total;
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if (total != 0)
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return true;
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return false;
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}
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public override bool Matches(List<Item> items)
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{
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double total = 0;
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items.ForEach(x => total += GetPropertyValue(x));
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if (!IsBoolen)
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Value = total;
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if (total != 0)
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return true;
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return false;
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}
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}
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public class BaneProperty : ExtendedWeaponAttr
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{
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public override Catalog Catalog { get { return Catalog.HitEffects; } }
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public override bool IsBoolen { get { return true; } }
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public override int LabelNumber { get { return 1154671; } } // Bane
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public override int Description { get { return 1154570; } } // This property provides a chance to inflict additional damage when the targets health is below 50%. As the target's health decreases the chance for the property to fire will increase along with the damage inflicted. The damage inflicted is physical damage that can be lessened by a targets physical resistance. Bane has the potential to damage the target for up to 30% of its maximum hit points however this damage cannot exceed 350 points of damage.
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public override ExtendedWeaponAttribute Attribute { get { return ExtendedWeaponAttribute.Bane; } }
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public override int Hue { get { return 0x43FF; } }
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public override int SpriteW { get { return 120; } }
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public override int SpriteH { get { return 210; } }
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}
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public class AssassinHonedProperty : ExtendedWeaponAttr
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{
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public override Catalog Catalog { get { return Catalog.HitEffects; } }
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public override bool IsBoolen { get { return true; } }
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public override int LabelNumber { get { return 1152206; } } // Assassin Honed
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public override int Description { get { return 1152383; } } // This property provides additional bonus damage when the attacker is facing the same direction as the target. The bonus damage is based on the weapons original swing speed. Ranged weapons have a 50% chance to proc. The maximum bonus is 73% while minimum bonus 13%. This property can be found on most weapon types.
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public override ExtendedWeaponAttribute Attribute { get { return ExtendedWeaponAttribute.AssassinHoned; } }
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public override int Hue { get { return 0x43FF; } }
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public override int SpriteW { get { return 0; } }
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public override int SpriteH { get { return 330; } }
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}
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public class FocusProperty : ExtendedWeaponAttr
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{
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public override Catalog Catalog { get { return Catalog.HitEffects; } }
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public override bool IsBoolen { get { return true; } }
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public override int LabelNumber { get { return 1150018; } } // Focus
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public override int Description { get { return 1152465; } } // This property provides increased weapon damage with each successful hit to the same target. The damage modified by this property cycles from a negative value to a positive value. The initial damage inflicted by this property is -40% of the items base damage; however the latter damage inflicted by this property is +20% of the items base damage. When the user switches to a new target the damage increase resets back to the negative value and the cycling begins again.
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public override ExtendedWeaponAttribute Attribute { get { return ExtendedWeaponAttribute.Focus; } }
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public override int Hue { get { return 0x43FF; } }
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public override int SpriteW { get { return 270; } }
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public override int SpriteH { get { return 240; } }
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}
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public class BoneBreakerProperty : ExtendedWeaponAttr
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{
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public override Catalog Catalog { get { return Catalog.HitEffects; } }
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public override bool IsBoolen { get { return true; } }
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public override int LabelNumber { get { return 1157320; } } // Bone Breaker
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public override int Description { get { return 1157319; } } // This property provides a chance to cause a loss of stamina over time and prevent the use of refreshment potions for a period of time to the target. This property can be found on select artifacts.
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public override ExtendedWeaponAttribute Attribute { get { return ExtendedWeaponAttribute.BoneBreaker; } }
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public override int Hue { get { return 0x43FF; } }
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public override int SpriteW { get { return 90; } }
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public override int SpriteH { get { return 300; } }
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}
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}
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