Esempio n. 1
0
		/// <summary>
		/// Handles attack.
		/// </summary>
		/// <param name="attacker">The creature attacking.</param>
		/// <param name="skill">The skill being used.</param>
		/// <param name="targetEntityId">The entity id of the target.</param>
		/// <returns></returns>
		public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
		{
			var target = attacker.Region.GetCreature(targetEntityId);
			if (target == null)
				return CombatSkillResult.Okay;

			if (target.IsNotReadyToBeHit)
				return CombatSkillResult.Okay;

			if ((attacker.IsStunned || attacker.IsOnAttackDelay) && attacker.InterceptingSkillId == SkillId.None)
				return CombatSkillResult.Okay;

			var attackerPosition = attacker.GetPosition();
			var targetPosition = target.GetPosition();
			if (!attacker.IgnoreAttackRange &&
				(!attackerPosition.InRange(targetPosition, attacker.AttackRangeFor(target))))
			{ return CombatSkillResult.OutOfRange; }
			if (!attacker.IgnoreAttackRange &&
				(attacker.Region.Collisions.Any(attackerPosition, targetPosition) // Check collisions between position
				|| target.Conditions.Has(ConditionsA.Invisible))) // Check visiblility (GM)
			{ return CombatSkillResult.Okay; }

			attacker.IgnoreAttackRange = false;

			//Against Smash
			Skill smash = target.Skills.Get(SkillId.Smash);
			if (smash != null && target.Skills.IsReady(SkillId.Smash) && attacker.CanAttack(target))
				attacker.InterceptingSkillId = SkillId.Smash;

			var rightWeapon = attacker.RightHand;
			var leftWeapon = attacker.Inventory.LeftHand;
			var dualWield = (rightWeapon != null && leftWeapon != null && leftWeapon.Data.WeaponType != 0 && (leftWeapon.HasTag("/weapon/edged/") || leftWeapon.HasTag("/weapon/blunt/")));


			var staminaUsage = (rightWeapon != null && rightWeapon.Data.StaminaUsage != 0 ? rightWeapon.Data.StaminaUsage : 0.7f) + (dualWield ? leftWeapon.Data.StaminaUsage : 0f);
			var lowStamina = false;
			if (attacker.Stamina < staminaUsage)
			{
				lowStamina = true;
				Send.Notice(attacker, Localization.Get("Your stamina is too low to attack properly!"));
			}
			attacker.Stamina -= staminaUsage;
			Send.StatUpdate(attacker, StatUpdateType.Private, Stat.Stamina);

			// Against Combat Mastery
			Skill combatMastery = target.Skills.Get(SkillId.CombatMastery);
			var simultaneousAttackStun = 0;
			if (attacker.InterceptingSkillId != SkillId.CombatMastery && target.InterceptingSkillId != SkillId.CombatMastery)
			{
				if (combatMastery != null && (target.Skills.ActiveSkill == null || target.Skills.ActiveSkill == combatMastery || target.Skills.IsReady(SkillId.FinalHit)) && target.IsInBattleStance && target.Target == attacker && target.AttemptingAttack && (!target.IsStunned || target.IsKnockedDown) && attacker.CanAttack(target))
				{
					var attackerStunTime = CombatMastery.GetAttackerStun(attacker, attacker.RightHand, false);
					var targetStunTime = CombatMastery.GetAttackerStun(target, target.Inventory.RightHand, false);
					if ((target.LastKnockedBackBy == attacker && target.KnockDownTime > attacker.KnockDownTime &&
						target.KnockDownTime.AddMilliseconds(targetStunTime) < DateTime.Now //If last knocked down within the time it takes for you to finish attacking.
						|| attackerStunTime > targetStunTime &&
						!Math2.Probability(((2725 - attackerStunTime) / 2500) * 100) //Probability in percentage that you will not lose.  2725 is 2500 (Slowest stun) + 225 (Fastest stun divided by two so that the fastest stun isn't 100%)
						&& !(attacker.LastKnockedBackBy == target && attacker.KnockDownTime > target.KnockDownTime && attacker.KnockDownTime.AddMilliseconds(attackerStunTime) < DateTime.Now)))
					{
						if (target.CanAttack(attacker))
						{
							target.InterceptingSkillId = SkillId.CombatMastery;
							target.IgnoreAttackRange = true;
							var skillHandler = ChannelServer.Instance.SkillManager.GetHandler<ICombatSkill>(combatMastery.Info.Id);
							if (skillHandler == null)
							{
								Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id);
								return CombatSkillResult.Okay;
							}
							skillHandler.Use(target, combatMastery, attacker.EntityId);
							return CombatSkillResult.Okay;
						}
					}
					else
					{
						if (Math2.Probability(((2725 - attackerStunTime) / 2500) * 100)) //Probability in percentage that it will be an interception instead of a double hit.
						{
							attacker.InterceptingSkillId = SkillId.CombatMastery;
						}
						else
						{
							attacker.InterceptingSkillId = SkillId.CombatMastery;
							if (target.CanAttack(attacker))
							{
								target.InterceptingSkillId = SkillId.CombatMastery;
								target.IgnoreAttackRange = true;
								var skillHandler = ChannelServer.Instance.SkillManager.GetHandler<ICombatSkill>(combatMastery.Info.Id);
								if (skillHandler == null)
								{
									Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id);
								}
								else
								{
									skillHandler.Use(target, combatMastery, attacker.EntityId);
									simultaneousAttackStun = attacker.Stun;
									attacker.Stun = 0;
								}
							}
						}
					}
				}
			}

			attacker.StopMove();
			targetPosition = target.StopMove();

			// Counter
			if (Counterattack.Handle(target, attacker))
				return CombatSkillResult.Okay;

			ICollection<Creature> targets = null;
			if (rightWeapon != null && rightWeapon.Data.SplashRadius != 0 && rightWeapon.Data.SplashAngle != 0 || rightWeapon == null)
			{
				targets = attacker.GetTargetableCreaturesInCone(rightWeapon != null ? (int)rightWeapon.Data.SplashRadius : 204, rightWeapon != null ? (int)rightWeapon.Data.SplashAngle : 60);

				foreach (var splashTarget in targets)
				{
					if (splashTarget != target)
					{
						// Counter
						if (Counterattack.Handle(target, attacker))
							return CombatSkillResult.Okay;
					}

				}
			}

			var magazine = attacker.Inventory.Magazine;
			var maxHits = (byte)(dualWield ? 2 : 1);
			int prevId = 0;

			var defenseStun = 0;
			for (byte i = 1; i <= maxHits; ++i)
			{
				var weapon = (i == 1 ? rightWeapon : leftWeapon);
				var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));

				AttackerAction aAction;
				TargetAction tAction;
				if (attacker.InterceptingSkillId == SkillId.Smash)
				{
					aAction = new AttackerAction(CombatActionType.SimultaneousHit, attacker, SkillId.CombatMastery, target.EntityId);
					aAction.Options |= AttackerOptions.Result;
					tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
					tAction.Options |= TargetOptions.Result;

				}
				else if (attacker.InterceptingSkillId == SkillId.CombatMastery)
				{
					aAction = new AttackerAction(CombatActionType.SimultaneousHit, attacker, SkillId.CombatMastery, target.EntityId);
					aAction.Options |= AttackerOptions.Result;
					tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery);
					tAction.Options |= TargetOptions.Result;

				}
				else
				{
					aAction = new AttackerAction(CombatActionType.Hit, attacker, skill.Info.Id, targetEntityId);
					tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery);
					aAction.Options |= AttackerOptions.Result;
					tAction.Options |= TargetOptions.Result;
				}

				attacker.InterceptingSkillId = SkillId.None;

				var cap = new CombatActionPack(attacker, skill.Info.Id, tAction, aAction);
				cap.Hit = i;
				cap.MaxHits = maxHits;
				cap.PrevId = prevId;
				prevId = cap.Id;

				// Default attacker options
				aAction.Set(AttackerOptions.Result);
				if (dualWield)
					aAction.Set(AttackerOptions.DualWield);

				// Base damage
				var damage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());
				if (lowStamina)
				{
					damage = attacker.GetRndBareHandDamage();
				}

				// Critical Hit
				var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
				var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection + critShieldReduction) : attacker.GetLeftCritChance(target.Protection + critShieldReduction));
				CriticalHit.Handle(attacker, critChance, ref damage, tAction);

				var maxDamage = damage; //Damage without Defense and Protection
										// Subtract target def/prot
				SkillHelper.HandleDefenseProtection(target, ref damage);

				// Defense
				var tActionOldType = tAction.Type;
				Defense.Handle(aAction, tAction, ref damage);
				if (i == 1 && tAction.Type == CombatActionType.Defended)
				{
					defenseStun = tAction.Stun;
				}


				// Mana Shield
				ManaShield.Handle(target, ref damage, tAction, maxDamage);

				// Deal with it!
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				if (tAction.Type == CombatActionType.Defended && target.Life <= 0)
				{
					tAction.Type = tActionOldType;
				}

				// Aggro
				target.Aggro(attacker);

				// Evaluate caused damage
				if (!target.IsDead)
				{
					if (tAction.Type != CombatActionType.Defended)
					{
						if (!target.Skills.IsReady(SkillId.FinalHit))
						{
							target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits;

							// React normal for CombatMastery, knock down if 
							// FH and not dual wield, don't knock at all if dual.
							if (skill.Info.Id != SkillId.FinalHit)
							{
								// Originally we thought you knock enemies back, unless it's a critical
								// hit, but apparently you knock *down* under normal circumstances.
								// More research to be done.
								if (target.IsUnstable && target.Is(RaceStands.KnockBackable))
									//tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
									tAction.Set(TargetOptions.KnockDown);
								if (target.Life < 0)
									tAction.Set(TargetOptions.KnockDown);
							}
							else if (!dualWield && !weaponIsKnuckle)
							{
								target.Stability = Creature.MinStability;
								tAction.Set(TargetOptions.KnockDown);
							}
						}
					}
				}
				else
				{
					tAction.Set(TargetOptions.FinishingKnockDown);
				}

				// React to knock back
				if (tAction.IsKnockBack && tAction.Type != CombatActionType.Defended)
				{
					if (!target.Skills.IsReady(SkillId.FinalHit))
					{
						attacker.Shove(target, KnockBackDistance);
					}

					aAction.Set(AttackerOptions.KnockBackHit2);

					// Remove dual wield option if last hit doesn't come from
					// the second weapon.
					if (cap.MaxHits != cap.Hit)
						aAction.Options &= ~AttackerOptions.DualWield;


				}
				else if (tAction.Type == CombatActionType.Defended)
				{
					// Remove dual wield option if last hit doesn't come from
					// the second weapon.
					if (cap.MaxHits != cap.Hit)
						aAction.Options &= ~AttackerOptions.DualWield;
				}


				// Set stun time
				if (tAction.Type != CombatActionType.Defended)
				{
					if (simultaneousAttackStun == 0)
					{
						aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && ((skill.Info.Id != SkillId.FinalHit) && !target.IsDead || AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal")));
					}
					else
					{
						aAction.Stun = (short)simultaneousAttackStun;
					}
					if (!target.Skills.IsReady(SkillId.FinalHit))
					{
						tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack);
					}

					if (target.IsDead && skill.Info.Id != SkillId.FinalHit)
					{
						attacker.AttackDelayTime = DateTime.Now.AddMilliseconds(GetAttackerStun(attacker, weapon, true));
					}
				}

				// Second hit doubles stun time for normal hits
				if (cap.Hit == 2 && !tAction.IsKnockBack)
					aAction.Stun *= 2;

				// Update current weapon
				SkillHelper.UpdateWeapon(attacker, target, weapon);

				var critSkill = attacker.Skills.Get(SkillId.CriticalHit);
				if (weapon != null && weapon.Data.SplashRadius != 0 && weapon.Data.SplashAngle != 0)
				{
					foreach (var splashTarget in targets)
					{
						if (splashTarget != target)
						{
							if (splashTarget.IsNotReadyToBeHit)
								continue;
							TargetAction tSplashAction = new TargetAction(CombatActionType.TakeHit, splashTarget, attacker, skill.Info.Id);

							// Base damage
							float damageSplash;
							if (lowStamina)
							{
								damageSplash = attacker.GetRndBareHandDamage();
							}
							else
							{
								damageSplash = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());
                            }
							attacker.CalculateSplashDamage(splashTarget, ref damageSplash, skill, critSkill, aAction, tAction, tSplashAction, weapon);

							// Deal with it!
							if (damageSplash > 0)
								splashTarget.TakeDamage(tSplashAction.Damage = damageSplash, attacker);

							// Alert
							splashTarget.Aggro(attacker, true);

							// Evaluate caused damage
							if (!splashTarget.IsDead)
							{
								if (tSplashAction.Type != CombatActionType.Defended)
								{
									if (!splashTarget.Skills.IsReady(SkillId.FinalHit))
									{

										splashTarget.Stability -= (this.GetStabilityReduction(attacker, weapon) / maxHits) / 2;  //Less stability reduction for splash damage.

										// React normal for CombatMastery, knock down if 
										// FH and not dual wield, don't knock at all if dual.
										if (skill.Info.Id != SkillId.FinalHit)
										{
											// Originally we thought you knock enemies back, unless it's a critical
											// hit, but apparently you knock *down* under normal circumstances.
											// More research to be done.
											if (splashTarget.IsUnstable && splashTarget.Is(RaceStands.KnockBackable))
												//tSplashAction.Set(tSplashAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
												tSplashAction.Set(TargetOptions.KnockDown);
											if (splashTarget.Life < 0)
												tSplashAction.Set(TargetOptions.KnockDown);
										}
										else if (!dualWield && !weaponIsKnuckle)
										{
											splashTarget.Stability = Creature.MinStability;
											tSplashAction.Set(TargetOptions.KnockDown);
										}
									}
								}
							}
							else
							{
								tSplashAction.Set(TargetOptions.FinishingKnockDown);
							}

							// React to knock back
							if (tSplashAction.IsKnockBack && tSplashAction.Type != CombatActionType.Defended)
							{

								if (!splashTarget.Skills.IsReady(SkillId.FinalHit))
								{
									attacker.Shove(splashTarget, KnockBackDistance);
								}
							}


							// Set stun time
							if (tSplashAction.Type != CombatActionType.Defended)
							{
								if (!splashTarget.Skills.IsReady(SkillId.FinalHit))
								{
									if (defenseStun != 0)
										tSplashAction.Stun = (short)defenseStun;
									else
										tSplashAction.Stun = GetTargetStun(attacker, weapon, tSplashAction.IsKnockBack);
								}
							}

							cap.Add(tSplashAction);
						}

					}
				}

				cap.Handle();

				// No second hit if target was knocked back or defended.
				if (tAction.IsKnockBack || tAction.Type == CombatActionType.Defended)
					break;
			}
			attacker.AttemptingAttack = false;
			return CombatSkillResult.Okay;
		}
Esempio n. 2
0
		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetAreaId"></param>
		/// <param name="unkInt1"></param>
		/// <param name="unkInt2"></param>
		public void Use(Creature attacker, Skill skill, long targetAreaId = 0, int unkInt1 = 0, int unkInt2 = 0)
		{
			bool wasKnockedDown = (attacker.IsKnockedDown || attacker.WasKnockedBack);
			if ((attacker.Stun > 500 && wasKnockedDown || attacker.IsStunned && !wasKnockedDown || DateTime.Now.AddMilliseconds(2000) < attacker.AttackDelayTime && (wasKnockedDown)) && attacker.InterceptingSkillId == SkillId.None)
			{
				Send.SkillUseSilentCancel(attacker);
				return;
			}
			var range = this.GetRange(attacker, skill);

			ICollection<Creature> targets = attacker.GetTargetableCreaturesInRange(range, true).Where(t => !(DateTime.Now.AddMilliseconds(2000) < t.NotReadyToBeHitTime)).ToList(); //Able to be attacked at 1/3 of knock down time.

			// Check targets
			if (targets.Count == 0)
			{
				Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
				Send.SkillUseSilentCancel(attacker);
				return;
			}

			// Create actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
			aAction.Set(AttackerOptions.Result);

			cap.Add(aAction);

			var survived = new List<Creature>();

			var skipped = new List<Creature>();

			var i = 0;
			foreach (var target in targets)
			{
				i++;

				target.StopMove();

				Skill smash = target.Skills.Get(SkillId.Smash);
				if (smash != null && target.Skills.IsReady(SkillId.Smash) && !attacker.IsPlayer)
					attacker.InterceptingSkillId = SkillId.Smash;
				TargetAction tAction;
				if (attacker.InterceptingSkillId == SkillId.Smash && target.GetPosition().InRange(attacker.GetPosition(), target.AttackRangeFor(attacker)))
				{
					aAction.Options |= AttackerOptions.Result;
					tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
					tAction.Options |= TargetOptions.Result;

				}
				else
				{
					tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				}
				attacker.InterceptingSkillId = SkillId.None;
				tAction.Delay = 300; // Usually 300, sometimes 350?

				// Calculate damage
				float damage = 0f;
				if (attacker.RightHand != null && (
				attacker.RightHand.Data.HasTag("/weapon/bow01/") ||
				attacker.RightHand.Data.HasTag("/weapon/bow/") ||
				attacker.RightHand.Data.HasTag("/weapon/crossbow/") ||
				attacker.RightHand.Data.HasTag("/weapon/shuriken/") ||
				attacker.RightHand.Data.HasTag("/weapon/atlatl/") ||
				attacker.RightHand.Data.HasTag("/weapon/gun/dualgun/")))
				{
					damage = attacker.GetRndBareHandDamage();
				}
				else
				{
					damage = attacker.GetRndTotalDamage();
				}
				damage *= skill.RankData.Var1 / 100f;

				// Handle skills and reductions
				var allCrit = false;
				var critSkill = target.Skills.Get(SkillId.CriticalHit);
				if (allCrit)
				{
					// Add crit bonus
					var bonus = critSkill.RankData.Var1 / 100f;
					damage = damage + (damage * bonus);

					// Set target option
					tAction.Set(TargetOptions.Critical);
				}
				else if (i == 1)
				{

					CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
					if (tAction.Has(TargetOptions.Critical))
						allCrit = true;
				}
				var maxDamage = damage; //Damage without Defense and Protection
				SkillHelper.HandleDefenseProtection(target, ref damage);
				Defense.Handle(aAction, tAction, ref damage);
				ManaShield.Handle(target, ref damage, tAction, maxDamage);

				// Clean Hit if not defended nor critical
				if (!tAction.Is(CombatActionType.Defended) && !tAction.Has(TargetOptions.Critical))
					tAction.Set(TargetOptions.CleanHit);

				// Take damage if any is left
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// Finish if dead, knock down if not defended
				if (target.IsDead)
					tAction.Set(TargetOptions.KnockDownFinish);
				else if (!tAction.Is(CombatActionType.Defended))
					tAction.Set(TargetOptions.KnockDown);

				// Anger Management
				if (!target.IsDead)
					survived.Add(target);

				if (target.UseBattleStanceFromAOE)
					target.IsInBattleStance = true;

				// Stun & knock back
				aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);

				if (!tAction.Is(CombatActionType.Defended))
				{
					tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
					target.Stability = Creature.MinStability;
					attacker.Shove(target, KnockbackDistance);
				}

				// Add action
				cap.Add(tAction);
			}

			// Only select a random aggro if there is no aggro yet,
			// WM only aggroes one target at a time.
			if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
			{
				var rnd = RandomProvider.Get();
				var aggroTarget = survived.Random();
				aggroTarget.Aggro(attacker);
			}

			// Reduce life in old combat system
			if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				var amount = (attacker.LifeMax < 10 ? 2 : attacker.LifeMax / 10);
				attacker.ModifyLife(-amount);

				attacker.InvincibilityTime = DateTime.Now.AddMilliseconds(2300);
			}

			// Spin it~
			Send.UseMotion(attacker, 8, 4);

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);

			skill.Stacks = 0;
		}
Esempio n. 3
0
		/// <summary>
		/// Handles usage of the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="target"></param>
		public void Use(Creature attacker, Creature target)
		{
			// Updating unlock because of the updating lock for pre-renovation
			// Has to be done here because we can't have an updating unlock
			// after the combat action, it resets the stun.
			if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
			{
				attacker.Unlock(Locks.Run, true);
				attacker.Unlock(Locks.Move, true);
			}

			var skill = attacker.Skills.Get(SkillId.Counterattack);

			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId);
			aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;

			var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery);
			tAction.Options |= TargetOptions.Result | TargetOptions.Smash;

			var cap = new CombatActionPack(attacker, skill.Info.Id);
			cap.Add(aAction, tAction);

			float damage;
			if (attacker.RightHand != null && attacker.RightHand.Data.HasTag("/weapon/gun/"))   //TODO: Only do this when out of ammo.
			{
				damage = (attacker.GetRndBareHandDamage() * (skill.RankData.Var2 / 100f)) +
				(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
			}
			else
			{
				damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
				(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
			}


			var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
			var critChance = attacker.GetTotalCritChance(target.Protection + critShieldReduction) + skill.RankData.Var3;

			CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);
			var maxDamage = damage; //Damage without Defense and Protection
			SkillHelper.HandleDefenseProtection(target, ref damage, true, true);
			ManaShield.Handle(target, ref damage, tAction, maxDamage);

			target.TakeDamage(tAction.Damage = damage, attacker);

			target.Aggro(attacker);

			if (target.IsDead)
				tAction.Options |= TargetOptions.FinishingKnockDown;


			if (attacker.IsCharacter && AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				aAction.Stun = 2000;
			}
			else
			{
				aAction.Stun = AttackStunTime;
			}
			tAction.Stun = StunTime;

			target.Stability = Creature.MinStability;
			attacker.Shove(target, KnockbackDistance);

			// Update both weapons
			SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand);

			Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

			this.Training(aAction, tAction);

			cap.Handle();
		}