public void ShenStrike(Mobile attacker, Mobile defender, BaseWeapon weapon) { if (Level >= PerkLevel.Fifth) { if (weapon is Fists && Utility.RandomDouble() <= 0.10) { int element = Utility.RandomMinMax(2, 4); switch (element) { case 1: { weapon.DoLightning(attacker, defender); break; } case 2: { weapon.DoMagicArrow(attacker, defender); break; } case 3: { weapon.DoHarm(attacker, defender); break; } case 4: { weapon.DoFireball(attacker, defender); break; } } } } }
public void Capacitor(Mobile attacker, Mobile defender, BaseWeapon weapon) { if (Level >= PerkLevel.Fourth) { if (!(weapon is Fists) && !(weapon is BaseRanged) && weapon is BaseWeapon && Utility.RandomDouble() <= 0.10) { int element = Utility.RandomMinMax(1, 4); switch (element) { case 1: { weapon.DoLightning(attacker, defender); break; } case 2: { weapon.DoMagicArrow(attacker, defender); break; } case 3: { weapon.DoHarm(attacker, defender); break; } case 4: { weapon.DoFireball(attacker, defender); break; } } } } }