public override void OnHit( Mobile attacker, Mobile defender, int damage ) { if ( !Validate( attacker ) || !CheckMana( attacker, true ) ) { return; } attacker.PlaySound( 0x5BC ); // Bladeweave sound effect attacker.FixedParticles( 0x376A, 1, 20, 0x7F5, 0x960, 0x3, EffectLayer.Waist ); // TODO: Revisar efecto switch ( Utility.RandomMinMax( 1, 7 ) ) { case 1: { attacker.SendLocalizedMessage( 1072841, "Paralyzing Blow" ); // You weave your blade to execute a ~1_attack~. ParalyzingBlow at = new ParalyzingBlow(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 2: { attacker.SendLocalizedMessage( 1072841, "Bleed Attack" ); // You weave your blade to execute a ~1_attack~. BleedAttack at = new BleedAttack(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 3: { attacker.SendLocalizedMessage( 1072841, "Double Strike" ); // You weave your blade to execute a ~1_attack~. DoubleStrike at = new DoubleStrike(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 4: { attacker.SendLocalizedMessage( 1072841, "Feint" ); // You weave your blade to execute a ~1_attack~. Feint at = new Feint(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 5: { attacker.SendLocalizedMessage( 1072841, "Mortal Strike" ); // You weave your blade to execute a ~1_attack~. MortalStrike at = new MortalStrike(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 6: { attacker.SendLocalizedMessage( 1072841, "block" ); // You weave your blade to execute a ~1_attack~. Block at = new Block(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } case 7: { attacker.SendLocalizedMessage( 1072841, "Crushing Blow" ); // You weave your blade to execute a ~1_attack~. CrushingBlow at = new CrushingBlow(); at.IsBladeweaveAttack = true; at.OnHit( attacker, defender, damage ); break; } } }
public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, true)) { return; } attacker.PlaySound(0x5BC); // Bladeweave sound effect attacker.FixedParticles(0x376A, 1, 20, 0x7F5, 0x960, 0x3, EffectLayer.Waist); // TODO: Revisar efecto switch (Utility.RandomMinMax(1, 7)) { case 1: { attacker.SendLocalizedMessage(1072841, "Paralyzing Blow"); // You weave your blade to execute a ~1_attack~. ParalyzingBlow at = new ParalyzingBlow(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 2: { attacker.SendLocalizedMessage(1072841, "Bleed Attack"); // You weave your blade to execute a ~1_attack~. BleedAttack at = new BleedAttack(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 3: { attacker.SendLocalizedMessage(1072841, "Double Strike"); // You weave your blade to execute a ~1_attack~. DoubleStrike at = new DoubleStrike(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 4: { attacker.SendLocalizedMessage(1072841, "Feint"); // You weave your blade to execute a ~1_attack~. Feint at = new Feint(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 5: { attacker.SendLocalizedMessage(1072841, "Mortal Strike"); // You weave your blade to execute a ~1_attack~. MortalStrike at = new MortalStrike(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 6: { attacker.SendLocalizedMessage(1072841, "block"); // You weave your blade to execute a ~1_attack~. Block at = new Block(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } case 7: { attacker.SendLocalizedMessage(1072841, "Crushing Blow"); // You weave your blade to execute a ~1_attack~. CrushingBlow at = new CrushingBlow(); at.IsBladeweaveAttack = true; at.OnHit(attacker, defender, damage); break; } } }