- Fixed HelpInfo not displaying the availability of the Global modifier.

- The Most Knowledge Person, The Robe Of Britannia "Ari" and Embroidered Oak Leaf Cloak can now be repaired.
- Added TimeoutTeleporter.
- Fixed weapon attributes on elven glasses not being counted.
- Added Labyrinth to the ML regions list.
- Fixed a bug in Ilhenir's StainedOoze causing the effect to never stop.
- StainedOoze will now only damage equipment until the equipment's hitpoints reaches single digits.
- Added an overhead message to the corrosive effect of StainedOoze.
- Remaining StainedOoze will now decay properly after a server reboot.
- General rewriting of the StainedOoze code.
- Fixed Changeling sounds.
- Fixed Irk, Guile and Spite morphing back into a paragon hue.
- Changeling cloned items are now deleted upon the Changeling's deletion, instead of being cleaned up at a server boot.
- Fixed talisman protection property.
This commit is contained in:
eos 2012-03-18 03:29:21 +00:00
parent 06975930b9
commit 9023acf7b4
9 changed files with 289 additions and 170 deletions

View file

@ -1584,13 +1584,13 @@ namespace Server.Items
int manaLeech = 0;
int wraithLeech = 0;
if ( (int)(m_AosWeaponAttributes.HitLeechHits * propertyBonus) > Utility.Random( 100 ) )
if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechHits ) * propertyBonus) > Utility.Random( 100 ) )
lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points
if ( (int)(m_AosWeaponAttributes.HitLeechStam * propertyBonus) > Utility.Random( 100 ) )
if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechStam ) * propertyBonus) > Utility.Random( 100 ) )
stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina
if ( (int)(m_AosWeaponAttributes.HitLeechMana * propertyBonus) > Utility.Random( 100 ) )
if ( (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLeechMana ) * propertyBonus) > Utility.Random( 100 ) )
manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana
if ( m_Cursed )
@ -1669,11 +1669,11 @@ namespace Server.Items
if ( Core.AOS )
{
int physChance = (int)(m_AosWeaponAttributes.HitPhysicalArea * propertyBonus);
int fireChance = (int)(m_AosWeaponAttributes.HitFireArea * propertyBonus);
int coldChance = (int)(m_AosWeaponAttributes.HitColdArea * propertyBonus);
int poisChance = (int)(m_AosWeaponAttributes.HitPoisonArea * propertyBonus);
int nrgyChance = (int)(m_AosWeaponAttributes.HitEnergyArea * propertyBonus);
int physChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitPhysicalArea ) * propertyBonus);
int fireChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitFireArea ) * propertyBonus);
int coldChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitColdArea ) * propertyBonus);
int poisChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitPoisonArea ) * propertyBonus);
int nrgyChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitEnergyArea ) * propertyBonus);
if ( physChance != 0 && physChance > Utility.Random( 100 ) )
DoAreaAttack( attacker, defender, 0x10E, 50, 100, 0, 0, 0, 0 );
@ -1690,11 +1690,11 @@ namespace Server.Items
if ( nrgyChance != 0 && nrgyChance > Utility.Random( 100 ) )
DoAreaAttack( attacker, defender, 0x1F1, 120, 0, 0, 0, 0, 100 );
int maChance = (int)(m_AosWeaponAttributes.HitMagicArrow * propertyBonus);
int harmChance = (int)(m_AosWeaponAttributes.HitHarm * propertyBonus);
int fireballChance = (int)(m_AosWeaponAttributes.HitFireball * propertyBonus);
int lightningChance = (int)(m_AosWeaponAttributes.HitLightning * propertyBonus);
int dispelChance = (int)(m_AosWeaponAttributes.HitDispel * propertyBonus);
int maChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitMagicArrow ) * propertyBonus);
int harmChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitHarm ) * propertyBonus);
int fireballChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitFireball ) * propertyBonus);
int lightningChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLightning ) * propertyBonus);
int dispelChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitDispel ) * propertyBonus);
if ( maChance != 0 && maChance > Utility.Random( 100 ) )
DoMagicArrow( attacker, defender );
@ -1711,8 +1711,8 @@ namespace Server.Items
if ( dispelChance != 0 && dispelChance > Utility.Random( 100 ) )
DoDispel( attacker, defender );
int laChance = (int)(m_AosWeaponAttributes.HitLowerAttack * propertyBonus);
int ldChance = (int)(m_AosWeaponAttributes.HitLowerDefend * propertyBonus);
int laChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLowerAttack ) * propertyBonus);
int ldChance = (int)(AosWeaponAttributes.GetValue( attacker, AosWeaponAttribute.HitLowerDefend ) * propertyBonus);
if ( laChance != 0 && laChance > Utility.Random( 100 ) )
DoLowerAttack( attacker, defender );