#W# Tweaked weapon damage calculation. Increased statcap to 225.
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2 changed files with 27 additions and 3 deletions
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@ -999,9 +999,33 @@ namespace Server.Items
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* : 50.0 = unchanged
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* : 100.0 = 50% bonus
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*/
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double warriorBonus = ( ( attacker.Skills[SkillName.Swords].Value + attacker.Skills[SkillName.Bludgeoning].Value + attacker.Skills[SkillName.Fencing].Value / 3 ) - 50.0 ) / 100.0;
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/*double warriorBonus = ( ( attacker.Skills[SkillName.Swords].Value + attacker.Skills[SkillName.Bludgeoning].Value + attacker.Skills[SkillName.Fencing].Value / 3 ) - 50.0 ) / 100.0;
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if ( this is BaseRanged )
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warriorBonus = 0;
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*/
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/* Compute warrior modifier
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* : 0.0 = 50% loss
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* : 50.0 = unchanged
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* : 100.0 = 50% bonus
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*/
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double primarySkill = attacker.Skills[this.Skill].Value;
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double warriorBonus = ( primarySkill - 50.0 ) / 100.0;
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if ( this.Skill == SkillName.Swords || this.Skill == SkillName.Bludgeoning || this.Skill == SkillName.Fencing )
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{
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double swords = attacker.Skills[SkillName.Swords].Value;
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double maces = attacker.Skills[SkillName.Bludgeoning].Value;
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double fencing = attacker.Skills[SkillName.Fencing].Value;
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// Subtract the primary skill so we only add the 'other' two
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double offSkills = (swords + maces + fencing) - primarySkill;
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// Every 10 points in off-skills gives 1% damage (up to +20% if both are GM)
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warriorBonus += (offSkills / 1000.0);
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}
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if ( this is BaseRanged )
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warriorBonus = 0;
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/* Compute strength modifier
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* : 1% bonus for every 5 strength
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@ -1859,7 +1859,7 @@ namespace Server.Mobiles
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m_ShortTermElapse = reader.ReadTimeSpan();
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m_GameTime = reader.ReadTimeSpan();
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StatCap = 200;
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StatCap = 225;
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Skills.Cap = 7000;
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if (m_RecentlyReported == null)
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@ -2170,4 +2170,4 @@ namespace Server.Mobiles
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#endregion
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}
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}
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}
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