fix: Fixes damage scale for AOS (#1931)

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Kamron Batman 2024-08-15 18:32:25 -07:00 committed by GitHub
parent 71a68126da
commit 1272be7be9
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@ -2552,12 +2552,9 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
var strengthBonus = GetBonus(attacker.Str, 0.300, 100.0, 5.00);
var anatomyBonus = GetBonus(attacker.Skills.Anatomy.Value, 0.500, 100.0, 5.00);
var tacticsBonus = GetBonus(attacker.Skills.Tactics.Value, 0.625, 100.0, 6.25);
var lumberBonus = GetBonus(attacker.Skills.Lumberjacking.Value, 0.200, 100.0, 10.00);
if (Type != WeaponType.Axe)
{
lumberBonus = 0.0;
}
var lumberBonus = Type == WeaponType.Axe
? GetBonus(attacker.Skills.Lumberjacking.Value, 0.200, 100.0, 10.00)
: 0.0;
/*
* The following are damage modifiers whose effect shows on the status bar.
@ -2595,9 +2592,10 @@ public abstract partial class BaseWeapon : Item, IWeapon, IFactionItem, ICraftab
damageBonus = 100;
}
var totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + damageBonus + GetDamageBonus();
var totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus +
(damageBonus + GetDamageBonus()) / 100.0;
return damage + damage * totalBonus / 100.0;
return damage + damage * totalBonus;
}
public virtual int ComputeDamageAOS(Mobile attacker, Mobile defender) =>