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