fix: Fixes various memory leaks and spells (#1786)
### Summary - Fixes various memory leaks related to spells - Fixes Spell Plague - Added ability to determine if `sdi` should take effect for Spell Damage. - Fixes animal form timer ticking non-stop while logged out.
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6747168db0
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51 changed files with 4164 additions and 4188 deletions
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@ -4,175 +4,174 @@ using System.Runtime.CompilerServices;
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using Server.Items;
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using Server.SkillHandlers;
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namespace Server.Spells.Ninjitsu
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namespace Server.Spells.Ninjitsu;
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public class DeathStrike : NinjaMove
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{
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public class DeathStrike : NinjaMove
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private static readonly Dictionary<Mobile, DeathStrikeTimer> _table = new();
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public override int BaseMana => 30;
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public override double RequiredSkill => 85.0;
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// You prepare to hit your opponent with a Death Strike.
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public override TextDefinition AbilityMessage { get; } = 1063091;
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public override double GetDamageScalar(Mobile attacker, Mobile defender) => 0.5;
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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private static readonly Dictionary<Mobile, DeathStrikeTimer> _table = new();
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public override int BaseMana => 30;
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public override double RequiredSkill => 85.0;
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// You prepare to hit your opponent with a Death Strike.
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public override TextDefinition AbilityMessage { get; } = 1063091;
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public override double GetDamageScalar(Mobile attacker, Mobile defender) => 0.5;
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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if (!Validate(attacker) || !CheckMana(attacker, true))
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{
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if (!Validate(attacker) || !CheckMana(attacker, true))
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return;
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}
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ClearCurrentMove(attacker);
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var ninjitsu = attacker.Skills.Ninjitsu.Value;
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// TODO: should be defined onHit method, what if the player hit and remove the weapon before process? ;)
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var isRanged = attacker.Weapon is BaseRanged;
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var chance = ninjitsu switch
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{
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// This formula is an approximation from OSI data. TODO: find correct formula
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< 100 => 30 + (ninjitsu - 85) * 2.2,
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_ => 63 + (ninjitsu - 100) * 1.1
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};
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if (chance / 100 < Utility.RandomDouble())
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{
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attacker.SendLocalizedMessage(1070779); // You missed your opponent with a Death Strike.
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return;
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}
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var damageBonus = 0;
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if (_table.Remove(defender, out var timer))
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{
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defender.SendLocalizedMessage(1063092); // Your opponent lands another Death Strike!
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if (timer.Steps > 0)
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{
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return;
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damageBonus = (int)(attacker.Skills.Ninjitsu.Value / 15);
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}
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ClearCurrentMove(attacker);
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timer.Stop();
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}
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else
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{
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defender.SendLocalizedMessage(1063093); // You have been hit by a Death Strike! Move with caution!
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}
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var ninjitsu = attacker.Skills.Ninjitsu.Value;
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attacker.SendLocalizedMessage(1063094); // You inflict a Death Strike upon your opponent!
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// TODO: should be defined onHit method, what if the player hit and remove the weapon before process? ;)
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var isRanged = attacker.Weapon is BaseRanged;
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defender.FixedParticles(0x374A, 1, 17, 0x26BC, EffectLayer.Waist);
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attacker.PlaySound(attacker.Female ? 0x50D : 0x50E);
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var chance = ninjitsu switch
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var t = new DeathStrikeTimer(defender, attacker, damageBonus, isRanged);
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_table[defender] = t;
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t.Start();
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CheckGain(attacker);
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}
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public static void AddStep(Mobile m)
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{
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if (_table.TryGetValue(m, out var timer) && ++timer.Steps >= 5)
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{
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timer.ProcessDeathStrike();
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}
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}
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public static void RemoveEffect(Mobile m)
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{
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if (_table.Remove(m, out var timer))
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{
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timer.Stop();
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}
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}
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private class DeathStrikeTimer : Timer
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{
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private Mobile _attacker;
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private int _damageBonus;
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private bool _isRanged;
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private Mobile _target;
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public int Steps { get; set; }
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internal DeathStrikeTimer(Mobile target, Mobile attacker, int damageBonus, bool isRanged)
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: base(TimeSpan.FromSeconds(5.0))
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{
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_target = target;
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_attacker = attacker;
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_damageBonus = damageBonus;
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_isRanged = isRanged;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override void OnTick()
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{
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ProcessDeathStrike();
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}
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public void ProcessDeathStrike()
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{
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int damage;
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var ninjitsu = _attacker.Skills.Ninjitsu.Value;
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var stalkingBonus = Tracking.GetStalkingBonus(_attacker, _target);
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if (Core.ML)
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{
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// This formula is an approximation from OSI data. TODO: find correct formula
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< 100 => 30 + (ninjitsu - 85) * 2.2,
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_ => 63 + (ninjitsu - 100) * 1.1
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};
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var scalar = Math.Min(1, (_attacker.Skills.Hiding.Value + _attacker.Skills.Stealth.Value) / 220);
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if (chance / 100 < Utility.RandomDouble())
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{
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attacker.SendLocalizedMessage(1070779); // You missed your opponent with a Death Strike.
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return;
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}
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var damageBonus = 0;
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if (_table.Remove(defender, out var timer))
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{
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defender.SendLocalizedMessage(1063092); // Your opponent lands another Death Strike!
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if (timer.Steps > 0)
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// New formula doesn't apply DamageBonus anymore, caps must be, directly, 60/30.
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if (Steps >= 5)
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{
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damageBonus = (int)(attacker.Skills.Ninjitsu.Value / 15);
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}
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timer.Stop();
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}
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else
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{
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defender.SendLocalizedMessage(1063093); // You have been hit by a Death Strike! Move with caution!
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}
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attacker.SendLocalizedMessage(1063094); // You inflict a Death Strike upon your opponent!
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defender.FixedParticles(0x374A, 1, 17, 0x26BC, EffectLayer.Waist);
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attacker.PlaySound(attacker.Female ? 0x50D : 0x50E);
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var t = new DeathStrikeTimer(defender, attacker, damageBonus, isRanged);
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_table[defender] = t;
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t.Start();
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CheckGain(attacker);
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}
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public static void AddStep(Mobile m)
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{
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if (_table.TryGetValue(m, out var timer) && ++timer.Steps >= 5)
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{
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timer.ProcessDeathStrike();
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}
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}
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public static void RemoveEffect(Mobile m)
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{
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if (_table.Remove(m, out var timer))
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{
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timer.Stop();
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}
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}
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private class DeathStrikeTimer : Timer
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{
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private Mobile _attacker;
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private int _damageBonus;
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private bool _isRanged;
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private Mobile _target;
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public int Steps { get; set; }
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internal DeathStrikeTimer(Mobile target, Mobile attacker, int damageBonus, bool isRanged)
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: base(TimeSpan.FromSeconds(5.0))
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{
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_target = target;
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_attacker = attacker;
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_damageBonus = damageBonus;
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_isRanged = isRanged;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override void OnTick()
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{
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ProcessDeathStrike();
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}
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public void ProcessDeathStrike()
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{
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int damage;
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var ninjitsu = _attacker.Skills.Ninjitsu.Value;
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var stalkingBonus = Tracking.GetStalkingBonus(_attacker, _target);
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if (Core.ML)
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{
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var scalar = Math.Min(1, (_attacker.Skills.Hiding.Value + _attacker.Skills.Stealth.Value) / 220);
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// New formula doesn't apply DamageBonus anymore, caps must be, directly, 60/30.
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if (Steps >= 5)
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{
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damage = (int)Math.Floor(Math.Min(60, ninjitsu / 3 * (0.3 + 0.7 * scalar) + stalkingBonus));
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}
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else
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{
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damage = (int)Math.Floor(Math.Min(30, ninjitsu / 9 * (0.3 + 0.7 * scalar) + stalkingBonus));
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}
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if (_isRanged)
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{
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damage /= 2;
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}
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_target.Damage(damage, _attacker); // Damage is direct.
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damage = (int)Math.Floor(Math.Min(60, ninjitsu / 3 * (0.3 + 0.7 * scalar) + stalkingBonus));
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}
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else
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{
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var divisor = Steps >= 5 ? 30 : 80;
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var baseDamage = ninjitsu / divisor * 10;
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var maxDamage = Steps >= 5 ? 62 : 22;
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damage = Math.Clamp((int)(baseDamage + stalkingBonus), 0, maxDamage) + _damageBonus;
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// Damage is physical.
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AOS.Damage(
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_target,
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_attacker,
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damage,
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true,
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100,
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0,
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0,
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0,
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0,
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0,
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0,
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false,
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false,
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true
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);
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damage = (int)Math.Floor(Math.Min(30, ninjitsu / 9 * (0.3 + 0.7 * scalar) + stalkingBonus));
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}
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RemoveEffect(_target);
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if (_isRanged)
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{
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damage /= 2;
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}
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_target.Damage(damage, _attacker); // Damage is direct.
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}
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else
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{
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var divisor = Steps >= 5 ? 30 : 80;
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var baseDamage = ninjitsu / divisor * 10;
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var maxDamage = Steps >= 5 ? 62 : 22;
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damage = Math.Clamp((int)(baseDamage + stalkingBonus), 0, maxDamage) + _damageBonus;
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// Damage is physical.
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AOS.Damage(
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_target,
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_attacker,
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damage,
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true,
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100,
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0,
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0,
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0,
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0,
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0,
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0,
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false,
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false,
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true
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);
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}
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RemoveEffect(_target);
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}
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}
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}
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