public void OnImpact(NWPlayer oPC, NWObject oTarget)
        {
            int   perkLevel = _perk.GetPCPerkLevel(oPC, PerkType.ExpulsionManeuver);
            float length;
            int   ab;
            int   chance;

            switch (perkLevel)
            {
            case 1:
                length = 12.0f;
                ab     = 1;
                chance = 10;
                break;

            case 2:
                length = 12.0f;
                ab     = 1;
                chance = 20;
                break;

            case 3:
                length = 12.0f;
                ab     = 2;
                chance = 20;
                break;

            case 4:
                length = 12.0f;
                ab     = 2;
                chance = 30;
                break;

            case 5:
                length = 12.0f;
                ab     = 3;
                chance = 30;
                break;

            default:
                return;
            }

            int luck = _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + oPC.EffectiveLuckBonus;

            chance += luck;

            if (_random.Random(100) + 1 <= chance)
            {
                _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectAttackIncrease(ab), oPC.Object, length);
                oPC.SendMessage(_color.Combat("You perform a defensive maneuver."));
            }
        }
Exemple #2
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        public void OnImpact(NWPlayer player, NWObject target, int perkLevel)
        {
            var   effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);
            float length;
            int   ab;
            int   chance;

            switch (perkLevel)
            {
            case 1:
                length = 12.0f;
                ab     = 1;
                chance = 10;
                break;

            case 2:
                length = 12.0f;
                ab     = 1;
                chance = 20;
                break;

            case 3:
                length = 12.0f;
                ab     = 2;
                chance = 20;
                break;

            case 4:
                length = 12.0f;
                ab     = 2;
                chance = 30;
                break;

            case 5:
                length = 12.0f;
                ab     = 3;
                chance = 30;
                break;

            default:
                return;
            }

            int luck = _perk.GetPCPerkLevel(player, PerkType.Lucky) + effectiveStats.Luck;

            chance += luck;

            if (_random.Random(100) + 1 <= chance)
            {
                _.ApplyEffectToObject(NWScript.DURATION_TYPE_TEMPORARY, _.EffectAttackIncrease(ab), player.Object, length);
                player.SendMessage(_color.Combat("You perform a defensive maneuver."));
            }
        }