This commit is contained in:
mark 2012-11-03 21:37:59 +00:00
parent c0218110c3
commit 754877f880
12 changed files with 70 additions and 56 deletions

View file

@ -2113,7 +2113,22 @@ namespace Server.Items
GetBaseDamageRange( attacker, out min, out max );
return Utility.RandomMinMax( min, max );
int damage = Utility.RandomMinMax( min, max );
if ( Core.AOS ) return damage;
/* Apply damage level offset
* : Regular : 0
* : Ruin : 1
* : Might : 3
* : Force : 5
* : Power : 7
* : Vanq : 9
*/
if ( m_DamageLevel != WeaponDamageLevel.Regular )
damage += (2 * (int)m_DamageLevel) - 1;
return damage;
}
public virtual double GetBonus( double value, double scalar, double threshold, double offset )
@ -2269,72 +2284,48 @@ namespace Server.Items
* : 50.0 = unchanged
* : 100.0 = 50% bonus
*/
double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;
damage += ( damage * ( ( attacker.Skills[SkillName.Tactics].Value - 50.0 ) / 100.0 ) );
/* Compute strength modifier
* : 1% bonus for every 5 strength
*/
double strBonus = (attacker.Str / 5.0) / 100.0;
double modifiers = ( attacker.Str / 5.0 ) / 100.0;
/* Compute anatomy modifier
* : 1% bonus for every 5 points of anatomy
* : +10% bonus at Grandmaster or higher
*/
double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
double anatomyBonus = (anatomyValue / 5.0) / 100.0;
modifiers += ( ( anatomyValue / 5.0 ) / 100.0 );
if ( anatomyValue >= 100.0 )
anatomyBonus += 0.1;
modifiers += 0.1;
/* Compute lumberjacking bonus
* : 1% bonus for every 5 points of lumberjacking
* : +10% bonus at Grandmaster or higher
*/
double lumberBonus;
if ( Type == WeaponType.Axe )
{
double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;
lumberBonus = (lumberValue / 5.0) / 100.0;
modifiers += ( ( lumberValue / 5.0 ) / 100.0 );
if ( lumberValue >= 100.0 )
lumberBonus += 0.1;
}
else
{
lumberBonus = 0.0;
modifiers += 0.1;
}
// New quality bonus:
double qualityBonus = ((int)m_Quality - 1) * 0.2;
if ( m_Quality != WeaponQuality.Regular )
modifiers += ( ( (int)m_Quality - 1 ) * 0.2 );
// Virtual damage bonus:
if ( VirtualDamageBonus != 0 )
modifiers += ( VirtualDamageBonus / 100.0 );
// Apply bonuses
damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);
// Old quality bonus:
#if false
/* Apply quality offset
* : Low : -4
* : Regular : 0
* : Exceptional : +4
*/
damage += ((int)m_Quality - 1) * 4.0;
#endif
/* Apply damage level offset
* : Regular : 0
* : Ruin : 1
* : Might : 3
* : Force : 5
* : Power : 7
* : Vanq : 9
*/
if ( m_DamageLevel != WeaponDamageLevel.Regular )
damage += (2.0 * (int)m_DamageLevel) - 1.0;
// Halve the computed damage and return
damage /= 2.0;
damage += ( damage * modifiers );
return ScaleDamageByDurability( (int)damage );
}