Exemple #1
0
        private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon)
        {
            if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target))
            {
                if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
                {
                    from.NinjaWepCooldown = true;

                    from.Direction = from.GetDirectionTo(target);

                    from.RevealingAction();

                    weapon.AttackAnimation(from, target);

                    ConsumeUse(weapon);

                    if (CombatCheck(from, target))
                    {
                        Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback <object[]>(OnHit), new object[] { from, target, weapon });
                    }

                    Timer.DelayCall(TimeSpan.FromSeconds(2.5), new TimerStateCallback <PlayerMobile>(ResetUsing), from);
                }
                else
                {
                    from.SendLocalizedMessage(1063303); // Your target is too close!
                }
            }
        }
Exemple #2
0
        public static void Shoot(Mobile from, Mobile target, INinjaWeapon weapon)
        {
            if (from != target && (!(from is PlayerMobile) || CanUseWeapon((PlayerMobile)from, weapon)) && from.CanBeHarmful(target))
            {
                if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
                {
                    if (from is PlayerMobile)
                    {
                        ((PlayerMobile)from).NinjaWepCooldown = true;
                    }

                    from.Direction = from.GetDirectionTo(target);

                    from.RevealingAction();

                    weapon.AttackAnimation(from, target);

                    ConsumeUse(weapon);

                    if (CombatCheck(from, target))
                    {
                        Timer.DelayCall(TimeSpan.FromSeconds(1.0), OnHit, new object[] { from, target, weapon });
                    }

                    if (from is PlayerMobile)
                    {
                        Timer.DelayCall(TimeSpan.FromSeconds(2.5), ResetUsing, (PlayerMobile)from);
                    }
                }
                else
                {
                    from.SendLocalizedMessage(1063303); // Your target is too close!
                }
            }
        }
Exemple #3
0
        private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon)
        {
            if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target))
            {
                if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
                {
                    from.NinjaWepCooldown = true;

                    from.Direction = from.GetDirectionTo(target);

                    from.RevealingAction();

                    weapon.AttackAnimation(from, target);

                    ConsumeUse(weapon);

                    if (CombatCheck(from, target))
                    {
                        Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback<object[]>(OnHit), new object[] { from, target, weapon });
                    }

                    Timer.DelayCall(TimeSpan.FromSeconds(2.5), new TimerStateCallback<PlayerMobile>(ResetUsing), from);
                }
                else
                {
                    from.SendLocalizedMessage(1063303); // Your target is too close!
                }
            }
        }
Exemple #4
0
        private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon)
        {
            if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target))
            {
                if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
                {
                    from.NinjaWepCooldown = true;

                    from.Direction = from.GetDirectionTo(target);

                    from.RevealingAction();

                    weapon.AttackAnimation(from, target);

                    ConsumeUse(weapon);

                    if (CombatCheck(from, target))
                    {
                        Timer.StartTimer(TimeSpan.FromSeconds(1.0), () => OnHit(from, target, weapon));
                    }

                    Timer.StartTimer(TimeSpan.FromSeconds(2.5), () => from.NinjaWepCooldown = false);
                }
                else
                {
                    from.SendLocalizedMessage(1063303); // Your target is too close!
                }
            }
        }