// Taken from BaseWeapon.cs // TODO: Make static function to use everywhere public static bool CheckHitChance(Mobile attacker, Mobile defender) { // BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon; BaseWeapon defWeapon = defender.Weapon as BaseWeapon; Skill atkSkill = attacker.Skills[SkillName.Ninjitsu]; Skill defSkill = defender.Skills[defWeapon.Skill]; double atkValue = atkSkill.Value; double defValue = defWeapon.GetDefendSkillValue(attacker, defender); //attacker.CheckSkill( atkSkill.SkillName, defValue - 20.0, 120.0 ); //defender.CheckSkill( defSkill.SkillName, atkValue - 20.0, 120.0 ); double ourValue, theirValue; int bonus = 0; if (Core.AOS) { if (atkValue <= -20.0) { atkValue = -19.9; } if (defValue <= -20.0) { defValue = -19.9; } // Hit Chance Increase = 45% int atkChance = AosAttributes.GetValue(attacker, AosAttribute.AttackChance); if (atkChance > 45) { atkChance = 45; } bonus += atkChance; if (attacker.BodyMod == 0xF6 || attacker.BodyMod == 0x19) { bonus += (int)(attacker.Skills[SkillName.Ninjitsu].Value * 0.1); } // TODO: verify if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker)) { bonus += 10; } // attacker gets 10% bonus when they're under divine fury if (HitLower.IsUnderAttackEffect(attacker)) { bonus -= 25; } // Under Hit Lower Attack effect -> 25% malus if (LightningStrike.UnderEffect(attacker)) { bonus = 45; } ourValue = (atkValue + 20.0) * (100 + bonus); // Defense Chance Increase = 45% bonus = AosAttributes.GetValue(defender, AosAttribute.DefendChance); if (bonus > 45) { bonus = 45; } if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender)) { bonus -= 20; } // defender loses 20% bonus when they're under divine fury if (HitLower.IsUnderDefenseEffect(defender)) { bonus -= 25; } // Under Hit Lower Defense effect -> 25% malus if (BaseWeapon.UnderSurprise(defender)) { bonus -= 20; } // TODO: verify if (Feint.UnderEffect(defender) && defender.Combatant != null && defender.Combatant == attacker) { int chf = Utility.Random(10, 15); bonus += (int)((chf / 100.0) * bonus); } if (Block.UnderEffect(defender)) { int chb = Utility.Random(10, 15); bonus += (int)((chb / 100.0) * bonus); } double discordanceScalar = 0.0; if (SkillHandlers.Discordance.GetScalar(attacker, ref discordanceScalar)) { bonus += (int)(discordanceScalar * 100); } theirValue = (defValue + 20.0) * (100 + bonus); bonus = 0; } else { if (atkValue <= -50.0) { atkValue = -49.9; } if (defValue <= -50.0) { defValue = -49.9; } ourValue = (atkValue + 50.0); theirValue = (defValue + 50.0); } double chance = ourValue / (theirValue * 2.0); chance *= 1.0 + ((double)bonus / 100); if (Core.AOS && chance < 0.02) { chance = 0.02; } WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker); if (ability != null) { chance *= ability.AccuracyScalar; } return(attacker.CheckSkill(atkSkill.SkillName, chance)); //return ( chance >= Utility.RandomDouble() ); }