deathstrike fix

This commit is contained in:
xavier 2011-08-21 02:26:38 +00:00
parent 215e8930aa
commit 7ae5b6e4d3
3 changed files with 43 additions and 20 deletions

View file

@ -34,6 +34,10 @@ namespace Server.Spells.Ninjitsu
double ninjitsu = attacker.Skills[SkillName.Ninjitsu].Value;
double chance;
bool isRanged = false; // should be defined onHit method, what if the player hit and remove the weapon before process? ;)
if ( attacker.Weapon is BaseRanged )
isRanged = true;
if( ninjitsu < 100 ) //This formula is an approximation from OSI data. TODO: find correct formula
chance = 30 + (ninjitsu - 85) * 2.2;
@ -75,7 +79,7 @@ namespace Server.Spells.Ninjitsu
defender.FixedParticles( 0x374A, 1, 17, 0x26BC, EffectLayer.Waist );
attacker.PlaySound( attacker.Female ? 0x50D : 0x50E );
info = new DeathStrikeInfo( defender, attacker, damageBonus );
info = new DeathStrikeInfo( defender, attacker, damageBonus, isRanged );
info.m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerStateCallback( ProcessDeathStrike ), defender );
m_Table[defender] = info;
@ -93,12 +97,14 @@ namespace Server.Spells.Ninjitsu
public int m_Steps;
public int m_DamageBonus;
public Timer m_Timer;
public bool m_isRanged;
public DeathStrikeInfo( Mobile target, Mobile attacker, int damageBonus )
public DeathStrikeInfo( Mobile target, Mobile attacker, int damageBonus, bool isRanged )
{
m_Target = target;
m_Attacker = attacker;
m_DamageBonus = damageBonus;
m_isRanged = isRanged;
}
}
@ -122,26 +128,40 @@ namespace Server.Spells.Ninjitsu
if( info == null ) //sanity
return;
double ninjitsu = info.m_Attacker.Skills[SkillName.Ninjitsu].Fixed;
int divisor = (info.m_Steps >= 5) ? 30 : 80;
int maxDamage, damage = 0;
double baseDamage = ninjitsu / divisor;
double ninjitsu = info.m_Attacker.Skills[SkillName.Ninjitsu].Value;
double stalkingBonus = Tracking.GetStalkingBonus( info.m_Attacker, info.m_Target );
int maxDamage = (info.m_Steps >= 5) ? 62 : 22;
if ( Core.ML )
{
double scalar = ( info.m_Attacker.Skills[SkillName.Hiding].Value + info.m_Attacker.Skills[SkillName.Stealth].Value ) / 220;
int damage = Math.Max( 0, Math.Min( maxDamage, (int)(baseDamage + stalkingBonus) ) );
if ( scalar > 1 )
scalar = 1;
// This bonus is 8 at most. That brings the cap up to 70/30.
damage += info.m_DamageBonus;
// New formula doesn't apply DamageBonus anymore, caps must be, directly, 60/30.
if ( info.m_Steps >= 5 )
damage = (int)Math.Floor( Math.Min( 60, ( ninjitsu / 3 ) * ( 0.3 + 0.7 * scalar ) + stalkingBonus ) );
else
damage = (int)Math.Floor( Math.Min( 30, ( ninjitsu / 9 ) * ( 0.3 + 0.7 * scalar ) + stalkingBonus ) );
if ( info.m_Attacker.Weapon is BaseWeapon && ((BaseWeapon)info.m_Attacker.Weapon).MaxRange > 1 )
damage /= 2;
if ( info.m_isRanged )
damage /= 2;
}
else
{
int divisor = (info.m_Steps >= 5) ? 30 : 80;
double baseDamage = ninjitsu / divisor * 10;
// Damage is direct.
//info.m_Target.Damage( damage, info.m_Attacker );
maxDamage = (info.m_Steps >= 5) ? 62 : 22; // DamageBonus is 8 at most. That brings the cap up to 70/30.
damage = Math.Max( 0, Math.Min( maxDamage, (int)( baseDamage + stalkingBonus ) ) ) + info.m_DamageBonus;
}
AOS.Damage( info.m_Target, info.m_Attacker, damage, true, 100, 0, 0, 0, 0 );
if ( Core.ML )
info.m_Target.Damage( damage, info.m_Attacker ); // Damage is direct.
else
AOS.Damage( info.m_Target, info.m_Attacker, damage, true, 100, 0, 0, 0, 0, 0, 0, false, false, true ); // Damage is physical.
if( info.m_Timer != null )
info.m_Timer.Stop();