Example #1
0
        public void OnImpact(NWPlayer player, NWObject target, int level)
        {
            var   effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);
            int   luck           = _perk.GetPCPerkLevel(player, PerkType.Lucky) + effectiveStats.Luck;
            int   lightBonus     = effectiveStats.LightAbility;
            int   min            = 1;
            float length;
            int   damage;
            int   wisdom       = player.WisdomModifier;
            int   intelligence = player.IntelligenceModifier;

            min += lightBonus / 4 + wisdom / 3 + intelligence / 4;

            switch (level)
            {
            case 1:
                damage = _random.D4(1, min);
                length = 3;
                break;

            case 2:
                damage = _random.D4(1, min);
                length = 6;
                break;

            case 3:
                damage = _random.D6(1, min);
                length = 6;
                break;

            case 4:
                damage = _random.D8(1, min);
                length = 6;
                break;

            case 5:
                damage = _random.D8(1, min);
                length = 9;
                break;

            case 6:     // Only available with background perk
                damage = _random.D12(1, min);
                length = 9;
                break;

            default: return;
            }

            if (_random.Random(100) + 1 <= luck)
            {
                length = length * 2;
                player.SendMessage("Lucky force push!");
            }

            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectDamage(damage, DAMAGE_TYPE_POSITIVE), target);
            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectKnockdown(), target, length);
            _skill.RegisterPCToNPCForSkill(player, target, SkillType.LightSideAbilities);
        }
Example #2
0
        public void OnImpact(NWPlayer oPC, NWObject oTarget)
        {
            int   perkLevel = _perk.GetPCPerkLevel(oPC, PerkType.Knockdown);
            int   chance;
            float length;

            switch (perkLevel)
            {
            case 1:
                chance = 10;
                length = 3.0f;
                break;

            case 2:
                chance = 20;
                length = 3.0f;
                break;

            case 3:
                chance = 20;
                length = 6.0f;
                break;

            case 4:
                chance = 30;
                length = 6.0f;
                break;

            case 5:
                chance = 40;
                length = 6.0f;
                break;

            case 6:
                chance = 50;
                length = 6.0f;
                break;

            default: return;
            }

            if (_random.Random(100) + 1 <= chance)
            {
                _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectKnockdown(), oTarget.Object, length);
            }
        }
Example #3
0
        public void OnImpact(NWPlayer player, NWObject target, int perkLevel)
        {
            int   damage;
            float length;

            switch (perkLevel)
            {
            case 1:
                damage = _random.D4(1);
                length = 6.0f;
                break;

            case 2:
                damage = _random.D4(2);
                length = 6.0f;
                break;

            case 3:
                damage = _random.D6(2);
                length = 6.0f;
                break;

            case 4:
                damage = _random.D6(2);
                length = 9.0f;
                break;

            case 5:
                damage = _random.D6(3);
                length = 9.0f;
                break;

            case 6:
                damage = _random.D8(3);
                length = 9.0f;
                break;

            default: return;
            }

            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectKnockdown(), target.Object, length);
            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectDamage(damage, DAMAGE_TYPE_BLUDGEONING), target);
        }
Example #4
0
        private void HandleGrenadeProficiency(NWPlayer oPC, NWObject target)
        {
            NWItem weapon = _.GetSpellCastItem();

            if (weapon.BaseItemType != BASE_ITEM_GRENADE)
            {
                return;
            }

            int   perkLevel = _perk.GetPCPerkLevel(oPC, PerkType.GrenadeProficiency);
            int   chance    = 10 * perkLevel;
            float duration;

            switch (perkLevel)
            {
            case 1:
            case 2:
            case 3:
            case 4:
                duration = 6;
                break;

            case 5:
            case 6:
            case 7:
            case 8:
            case 9:
                duration = 9;
                break;

            default: return;
            }


            if (_random.D100(1) <= chance)
            {
                _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectKnockdown(), target, duration);
            }
        }