AvatarsConquest/Scripts/Items/Shields/BaseShield.cs

116 lines
2.4 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Network;
namespace Server.Items
{
public class BaseShield : BaseArmor
{
public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Plate; } }
public BaseShield( int itemID ) : base( itemID )
{
}
public BaseShield( Serial serial ) : base(serial)
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 );//version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
public override double ArmorRating
{
get
{
Mobile m = this.Parent as Mobile;
double ar = base.ArmorRating;
if ( m != null )
return ( ( m.Skills[SkillName.Parry].Value * ar ) / 200.0 ) + 1.0;
else
return ar;
}
}
public override int OnHit( BaseWeapon weapon, int damage )
{
Mobile owner = this.Parent as Mobile;
if( owner == null )
return damage;
double ar = this.ArmorRating;
double chance = (owner.Skills[SkillName.Parry].Value - (ar * 2.0)) / 100.0;
if( chance < 0.01 )
chance = 0.01;
/*
FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) ÷ 200) + 1
FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)
FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield
*/
if( owner.CheckSkill( SkillName.Parry, chance ) )
{
if( weapon.Skill == SkillName.Archery )
damage -= (int)ar;
else
damage -= (int)(ar / 2.0);
if( damage < 0 )
damage = 0;
owner.FixedEffect( 0x37B9, 10, 16 );
if( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
{
int wear = Utility.Random( 2 );
if( wear > 0 && MaxHitPoints > 0 )
{
if( HitPoints >= wear )
{
HitPoints -= wear;
wear = 0;
}
else
{
wear -= HitPoints;
HitPoints = 0;
}
if( wear > 0 )
{
if( MaxHitPoints > wear )
{
MaxHitPoints -= wear;
if( Parent is Mobile )
((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
}
else
{
Delete();
}
}
}
}
}
return damage;
}
}
}