/// <summary> /// Shows a character's attribute screen. /// </summary> /// <param name="ch"></param> /// <param name="str"></param> public static void Attributes(CharData ch, string[] str) { if( ch == null ) return; string buf1 = String.Empty; if (ch.IsNPC()) { ch.SendText("&nYour attributes are as would be expected for an NPC.\r\n"); return; } if (ch.IsImmortal() && str.Length != 0) { CharData worldChar = ch.GetCharWorld(str[0]); if (!worldChar) { ch.SendText("No such person.\r\n"); return; } if (worldChar.IsNPC()) { ch.SendText("NPCs don't have skills!\r\n"); return; } } string buf = String.Format( "&+WName: &+G{0}&n &+WLevel: {1}&n\r\n", MUDString.PadStr(ch.Name, 17), ch.Level); buf1 += buf; buf = String.Format( "&+WRace:&n {0} &+WClass:&n {1} &n&+WSex:&n {2}\r\n", MUDString.PadStr(Race.RaceList[ch.GetRace()].ColorName, 16), MUDString.PadStr(ch.CharacterClass.WholistName, 16), System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(ch.GetSexString())); buf1 += buf; // Break a player's size into strings when we get around to it // -- Xangis if (!ch.IsNPC()) { buf = String.Format( "&+WHeight:&n {0} inches &+WWeight:&n {1} pounds &+WSize:&n {2}\r\n", MUDString.PadInt(((PC)ch).Height, 3), MUDString.PadInt(((PC)ch).Weight, 5), Race.SizeString(ch.CurrentSize)); } else { buf = String.Format("&+WSize:&n {0}\r\n", ch.CurrentSize); } buf1 += buf; TimeSpan time = TimeSpan.FromTicks(ch.TimePlayed.Ticks) + (DateTime.Now - ch.LogonTime); int days = (int)time.TotalHours / 24; time = (time - TimeSpan.FromDays(days)); int hours = (int)time.TotalHours; time = (time - TimeSpan.FromHours(hours)); int minutes = (int)time.TotalMinutes; // Age is a hack until we get it coded - Xangis buf = String.Format( "\r\n&+BAge:&n {0} years. &+BPlaying Time:&n {1} days {2} hours {3} minutes.\r\n", MUDString.PadInt(ch.GetAge(), 3), days, hours, minutes); buf1 += buf; // Need to create a function to display character status strings buf = String.Format("&+BStatus:&n {0}", System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(Position.PositionString(ch.CurrentPosition))); if (!ch.IsNPC() && ch.IsAffected(Affect.AFFECT_BERZERK)) { buf += ", &+Rberzerk&n"; } if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING)) { buf += ", Memorizing"; } if (ch.IsAffected(Affect.AFFECT_CASTING)) { buf += ", Casting"; } if (ch.IsAffected(Affect.AFFECT_SINGING)) { buf += ", Singing"; } if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING)) { buf += ", Meditating"; } if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_CAMPING)) { /* This is ugly and should be moved to its own function */ buf += ", Camping"; } buf += ".\r\n\r\n"; buf1 += buf; // We want players to see the same stats for levels 1-50. // Should create string converters so that we have no decimals displayed // below this point. buf = String.Format(" &+cSTR:&n {0} &+cArmor Class:&n {1}.\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrStr()), 15), ch.GetAC()); buf1 += buf; buf = String.Format(" &+cAGI:&n {0} &+cHitroll:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrAgi()), 15), StringConversion.BonusString(ch.GetHitroll(ObjTemplate.WearLocation.hand_one))); buf1 += buf; buf = String.Format(" &+cDEX:&n {0} &+cDamroll:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrDex()), 15), StringConversion.BonusString(ch.GetDamroll(ObjTemplate.WearLocation.hand_one))); buf1 += buf; buf = String.Format(" &+cCON:&n {0} &+cAlignment:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCon()), 15), StringConversion.AlignmentString(ch)); buf1 += buf; buf = String.Format(" &n&+cINT:&n {0}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrInt()), 15)); buf1 += buf; buf = String.Format(" &+cWIS:&n {0} &+BSaving Throws&n\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrWis()), 15)); buf1 += buf; buf = String.Format(" &+cPOW:&n {0} &+cParalysis:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrPow()), 15), StringConversion.BonusString(-ch.SavingThrows[0])); buf1 += buf; buf = String.Format(" &+cCHA:&n {0} &+cRod:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCha()), 15), StringConversion.BonusString(-ch.SavingThrows[1])); buf1 += buf; buf = String.Format(" &+cLUK:&n {0} &+cPetrify:&n {1}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrLuck()), 15), StringConversion.BonusString(-ch.SavingThrows[2])); buf1 += buf; buf = String.Format(" &+cBreath:&n {0}\r\n", StringConversion.BonusString(-ch.SavingThrows[3])); buf1 += buf; buf = String.Format("&+BWimpy: &n{0} &+cSpell:&n {1}\r\n", MUDString.PadInt(ch.Wimpy, 4), StringConversion.BonusString(-ch.SavingThrows[4])); buf1 += buf; buf = String.Format("&+BLoad Carried: &n{0} pounds ({1})\r\n", MUDString.PadInt(ch.CarryWeight, 3), StringConversion.WeightString(ch)); buf1 += buf; ch.SendText(buf1); return; }
/// <summary> /// Search the local area for food. /// </summary> /// <param name="ch"></param> /// <param name="str"></param> public static void Forage(CharData ch, string[] str) { if( ch == null ) return; int indexNumber; Object obj = null; int[] flist = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25 }; if (!ch.InRoom) { ch.SendText("There's no foraging to be done here.\r\n"); return; } if (ch.FlightLevel != 0) { ch.SendText("Right, you're going to find something way up here.\r\n"); return; } int chance = 10 + (ch.GetCurrLuck() / 20); if (ch.IsClass(CharClass.Names.ranger) || ch.IsClass(CharClass.Names.hunter) || ch.IsImmortal()) chance = 75; if (chance < MUDMath.NumberPercent()) { ch.SendText("You don't find anything at all.\r\n"); ch.Wait += 10; return; } ch.Wait += 15; TerrainType sector = ch.InRoom.TerrainType; // TODO: FIXME: Don't use hard-coded item numbers! switch (sector) { default: ch.SendText("Nothing edible could be growing here.\r\n"); return; case TerrainType.field: flist[0] = 80; flist[1] = 84; flist[2] = 86; flist[6] = 91; flist[7] = 80; break; case TerrainType.hills: flist[0] = 82748; flist[1] = 86; flist[2] = 92; flist[6] = 94; break; case TerrainType.underground_wild: flist[0] = 3352; flist[5] = 3352; flist[6] = 7711; flist[1] = 85; flist[2] = 88; flist[7] = 82; flist[8] = 83; break; case TerrainType.swamp: flist[0] = 3352; flist[1] = 88; flist[5] = 94; flist[6] = 83; flist[7] = 89; break; case TerrainType.forest: flist[0] = 2057; flist[1] = 81651; flist[2] = 90; flist[3] = 93; flist[4] = 92; flist[5] = 90; flist[6] = 87; flist[7] = 84; break; } //end switch if (ch.IsClass(CharClass.Names.ranger) || ch.IsClass(CharClass.Names.hunter)) indexNumber = flist[MUDMath.NumberRange(0, 9)]; else indexNumber = flist[MUDMath.NumberRange(0, 4)]; if (indexNumber == 0) { ch.SendText("You find nothing edible.\r\n"); return; } string buf = String.Format("Forage: {0} found index number {1} in room {2}.", ch.Name, indexNumber, ch.InRoom.IndexNumber); ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, buf); /* if (fvnum == StaticObjects.OBJECT_NUMBER_SPRING) { //don't allow endless springs for ( obj = ch.in_room.contents; obj; obj = obj.next_content ) { if (obj.pIndexData.vnum == fvnum) { Descriptor._actFlags("You notice the $p&n.", ch, obj, null, Descriptor.MessageTarget.character); return; } } } */ ObjTemplate objTemplate = Database.GetObjTemplate(indexNumber); // Foraging found an object that doesn't exist -- log an error and fail gracefully. if (objTemplate == null) { Log.Error("Forage: invalid object index number " + indexNumber + " in terrain type " + sector + "."); ch.SendText("The area appears to have been picked clean.\r\n"); return; } obj = Database.CreateObject(objTemplate, 1); obj.AddToRoom(ch.InRoom); obj.FlyLevel = 0; if (indexNumber == StaticObjects.OBJECT_NUMBER_SPRING) // give spring a timer; { obj.Timer = 10 + MUDMath.NumberRange(1, 20); } SocketConnection.Act("You find $p&n.", ch, obj, null, SocketConnection.MessageTarget.character); SocketConnection.Act("$n&n forages around and finds $p&n.", ch, obj, null, SocketConnection.MessageTarget.room); return; }
/// <summary> /// Steal an object or some coins from a victim. /// </summary> /// <param name="ch"></param> /// <param name="str"></param> public static void Steal(CharData ch, string[] str) { if( ch == null ) return; Object obj = null; CharData victim; bool sleeping = false; string arg1 = String.Empty; string arg2 = String.Empty; string arg = String.Empty; int percent; if (!ch.HasSkill("steal") && !ch.IsAffected(Affect.AFFECT_CHARM)) { ch.SendText("Who are you trying to kid? You couldn't steal shoes from a &n&+mbl&+Mo&n&+ma&+Mte&n&+md&n corpse.\r\n"); return; } if (ch.Riding != null) { ch.SendText("You can't do that while mounted.\r\n"); return; } if (String.IsNullOrEmpty(arg1) || String.IsNullOrEmpty(arg2)) { ch.SendText("Steal what from whom?\r\n"); return; } if ((victim = ch.GetCharRoom(arg2)) == null) { ch.SendText("They aren't here.\r\n"); return; } if (victim == ch) { ch.SendText("That's pointless.\r\n"); return; } if (Combat.IsSafe(ch, victim)) return; if (!ch.IsImmortal()) { ch.WaitState(Skill.SkillList["steal"].Delay); } // Justice stuff Crime.CheckThief(ch, victim); if (ch.IsNPC()) { percent = ch.Level * 2; } else { percent = ((PC)ch).SkillAptitude["steal"]; } percent += ch.GetCurrLuck() / 20; /* Luck */ percent -= victim.Level; /* Character level vs victim's */ if (ch.GetRace() == Race.RACE_HALFLING) { // Halflings get a racial bonus percent += 10; } if (victim.IsAffected(Affect.AFFECT_CURSE)) percent += 15; if (ch.IsAffected(Affect.AFFECT_CURSE)) percent -= 15; if (!victim.IsAwake()) percent += 25; /* Sleeping characters are easier */ if (ch.CheckSneak()) percent += 10; /* Quiet characters steal better */ if (!CharData.CanSee(ch, victim)) percent += 10; /* Unseen characters steal better */ if (!MUDString.IsPrefixOf(arg1, "coins")) { percent = (int)(percent * 1.2); /* Cash is fairly easy to steal */ } else { int number = MUDString.NumberArgument(arg1, ref arg); int count = 0; foreach (Object iobj in victim.Carrying) { if (CharData.CanSeeObj(ch, iobj) && MUDString.NameContainedIn(arg, iobj.Name)) { if (++count == number) { obj = iobj; break; } } } if (!obj) { ch.SendText("You can't find it.\r\n"); return; } if (ch.Level < victim.Level) { // stealing from higher level is possible, but harder percent -= 5 * (victim.Level - ch.Level); } else { // slight bonus for mobs lower level percent += (ch.Level - victim.Level); } if (obj.WearLocation == ObjTemplate.WearLocation.none) /* Items worn are harder */ percent = (int)(percent * .8); else percent = (int)(percent * .4); } ch.PracticeSkill("steal"); if (percent > 85) percent = 85; if (percent < 2) percent = 2; if (percent < MUDMath.NumberPercent()) { /* * Failure. */ //strip sneak ch.RemoveAffect(Affect.AFFECT_SNEAK); // chance of removing invis if (ch.IsAffected(Affect.AFFECT_INVISIBLE) && MUDMath.NumberPercent() > percent) { ch.SendText("You really bungled that attempt.\r\n"); ch.RemoveAffect(Affect.AFFECT_INVISIBLE); } else { ch.SendText("Oops.\r\n"); } SocketConnection.Act("$n&n tried to steal from $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim); if (victim.IsAwake()) { SocketConnection.Act("$n&n tried to steal from you!", ch, null, victim, SocketConnection.MessageTarget.victim); } else { sleeping = true; } // Thief flag for justice. // Added so blind mobs dont hit who ever failed steal from em. if (victim.IsNPC()) { if (!sleeping && !victim.IsBlind()) { CommandType.Interpret(victim, "kill " + ch.Name); } } else { if (!victim.IsBlind() && !sleeping && victim.IsAffected(Affect.AFFECT_BERZERK)) { victim.SendText("In your &+Rblood rage&n, you lash out in anger!\r\n"); CommandType.Interpret(victim, "kill " + ch.Name); } } /* if ( !Macros.IS_SET( ch.actflags, PC.PLAYER_THIEF ) ) { Macros.SET_BIT( ref ch.actflags, PC.PLAYER_THIEF ); buf = String.Format( "{0} became a THIEF by stealing from {1}", ch._name, victim._name ); Immtalk.Immtalk( ch, Immtalk.IMMTALK_CRIME, ch.GetTrust(), buf ); CharData.SavePlayer( ch ); } */ // } if (sleeping) { if (MUDMath.NumberPercent() < victim.GetCurrLuck()) { CommandType.Interpret(victim, "wake"); } } return; } //end failure if (!MUDString.IsPrefixOf(arg1, "coins")) { int amount = victim.GetGold() * MUDMath.NumberRange(1, 20) / 100; int amount2 = victim.GetSilver() * MUDMath.NumberRange(1, 20) / 100; int amount3 = victim.GetCopper() * MUDMath.NumberRange(1, 20) / 100; int amount4 = victim.GetPlatinum() * MUDMath.NumberRange(1, 20) / 100; if ((amount + amount2 + amount3 + amount4) <= 0) { ch.SendText("You couldn't get any &n&+wcoins&n.\r\n"); return; } ch.ReceiveGold(amount); ch.ReceiveSilver(amount2); ch.ReceiveCopper(amount3); ch.ReceivePlatinum(amount4); victim.SpendGold(amount); victim.SpendSilver(amount2); victim.SpendCopper(amount3); victim.SpendPlatinum(amount4); string text = String.Format("Success! You got {0} &+Wplatinum&n, {1} &+Ygold&n, {2} silver, and {3} &+ycopper&n.\r\n", amount2, amount3, amount, amount4); ch.SendText(text); return; } if (!ch.CanDropObject(obj) || obj.HasFlag(ObjTemplate.ITEM_INVENTORY)) { ch.SendText("You can't pry it away.\r\n"); return; } if (ch.CarryNumber + 1 > Limits.MAX_CARRY) { ch.SendText("You have your hands full.\r\n"); return; } if (ch.CarryWeight + obj.GetWeight() > ch.MaxCarryWeight()) { ch.SendText("You cannot carry that much weight.\r\n"); return; } if (obj.WearLocation != ObjTemplate.WearLocation.none) { ch.SendText("Very daring, and you got it!\r\n"); victim.UnequipObject(obj); } obj.RemoveFromChar(); obj.ObjToChar(ch); ch.SendText("Nice work.\r\n"); if (obj.Trap != null && obj.Trap.CheckTrigger( Trap.TriggerType.steal)) { ch.SetOffTrap(obj); if (ch.CurrentPosition == Position.dead) { return; } } return; }
/// <summary> /// Try to find hidden things. /// </summary> /// <param name="ch"></param> /// <param name="str"></param> public static void Search(CharData ch, string[] str) { if( ch == null ) return; Room toRoom; Exit reverseExit; Exit exit = null; Object obj; bool isArg; Exit.Direction door; if (ch.InRoom == null) { ch.SendText("There's no searching to be done here.\r\n"); return; } /* Calculate the probability that ch finds something. */ int chance = ch.GetCurrInt() * 35 / 100; chance += ch.GetCurrWis() * 35 / 100; chance += ch.GetCurrLuck() * 10 / 100; // Dwarves, being natural architects, can search better - Xangis if (ch.GetRace() == Race.RACE_DWARF) chance += 25; if (chance > 95) chance = 95; if (chance < 10) chance = 10; /* Searching with arguments. */ if (str.Length != 0) { isArg = true; obj = ch.GetObjHere(str[0]); if (obj == null) { ch.SendText("You don't see that object here.\r\n"); return; } switch (obj.ItemType) { case ObjTemplate.ObjectType.quiver: case ObjTemplate.ObjectType.container: case ObjTemplate.ObjectType.npc_corpse: case ObjTemplate.ObjectType.pc_corpse: if (Macros.IsSet(obj.Values[1], ObjTemplate.CONTAINER_CLOSED.Vector)) { SocketConnection.Act("$p&n is closed.", ch, obj, null, SocketConnection.MessageTarget.character); return; } break; default: ch.SendText("That is not a container!\r\n"); return; } } else { isArg = false; obj = null; } /* Lag ch from searching. */ if (ch.Level < Limits.LEVEL_AVATAR) { ch.WaitState(MUDMath.FuzzyNumber(18)); } List<Object> list; if (obj != null) { list = obj.Contains; } else { list = ch.InRoom.Contents; } foreach (Object obj2 in list) { if (obj2.HasFlag(ObjTemplate.ITEM_SECRET) && chance > MUDMath.NumberPercent() && obj2.FlyLevel == ch.FlightLevel) { obj2.RemoveFlag(ObjTemplate.ITEM_SECRET); SocketConnection.Act("You find $p&n.", ch, obj2, null, SocketConnection.MessageTarget.character); SocketConnection.Act("$n&n points out $p&n!", ch, obj, null, SocketConnection.MessageTarget.room); return; } } /* Look for a hidden exit. */ door = Exit.Direction.invalid; for (int doornum = 0; doornum <= Limits.MAX_DIRECTION; doornum++) { /* If there's a secret exit that leads to a room. */ exit = ch.InRoom.GetExit((Exit.Direction)doornum); if (exit && exit.HasFlag(Exit.ExitFlag.secret) && exit.TargetRoom) { door = (Exit.Direction)doornum; break; } } if (isArg) { door = Exit.Direction.invalid; } if (door != Exit.Direction.invalid) { if (exit == null) { Log.Error("Command.Search: null exit found", 0); return; } if (exit.TargetRoom == null) { Log.Error("Command.Search: exit to null room found", 0); return; } if (MUDMath.NumberPercent() < chance) { if (ch.FlightLevel > 0) { ch.SendText("You're too high to be sure of what you saw.\r\n"); return; } ch.SendText("You found a hidden exit!\r\n"); SocketConnection.Act("$n&n points out a secret exit!", ch, null, null, SocketConnection.MessageTarget.room); /* Search out one side. */ exit.RemoveFlag(Exit.ExitFlag.secret); /* And the other side, if it exists. */ toRoom = Room.GetRoom(exit.IndexNumber); if (toRoom && (reverseExit = toRoom.GetExit(Exit.ReverseDirection(door))) && (reverseExit.TargetRoom == ch.InRoom)) { reverseExit.RemoveFlag(Exit.ExitFlag.secret); } return; } } if (!isArg) { // Chance of finding people hiding in the room foreach (CharData roomChar in ch.InRoom.People) { if (!roomChar.IsAffected(Affect.AFFECT_HIDE) || roomChar.FlightLevel != ch.FlightLevel) continue; if (MUDMath.NumberPercent() < chance) { roomChar.RemoveAffect(Affect.AFFECT_HIDE); /* People without DI can't search out invis hiding pplz. */ if (CharData.CanSee(ch, roomChar)) { SocketConnection.Act("$n&n points out $N&n lurking here!", ch, null, roomChar, SocketConnection.MessageTarget.room); SocketConnection.Act("You point out $N&n lurking here!", ch, null, roomChar, SocketConnection.MessageTarget.character); SocketConnection.Act("$n&n reveals your hiding spot!", ch, null, roomChar, SocketConnection.MessageTarget.victim); return; } roomChar.SetAffectBit(Affect.AFFECT_HIDE); } } } ch.SendText("You find nothing new.\r\n"); return; }
/// <summary> /// Processes a blur-type attack. Returns true if the victim died. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <returns></returns> public static bool BlurAttack( CharData ch, CharData victim ) { if (ch == null) return false; int numAttacks; int count; if( ch.IsAffected( Affect.AFFECT_CASTING ) ) { return false; } if( ch.IsAffected( Affect.AFFECT_BLUR ) && MUDMath.NumberPercent() < 25 ) { SocketConnection.Act( "$n&n moves with a BLUR of speed!", ch, null, null, SocketConnection.MessageTarget.room ); SocketConnection.Act( "You move with a BLUR of speed!", ch, null, null, SocketConnection.MessageTarget.character ); for( count = 0, numAttacks = 4; count < numAttacks && victim.CurrentPosition > Position.dead; ++count ) { SingleAttack( ch, victim, String.Empty, ObjTemplate.WearLocation.hand_one ); } } else { Object wield; if( MUDMath.NumberPercent() > 10 ) return false; if( ch.IsClass(CharClass.Names.hunter) || ch.IsClass(CharClass.Names.ranger )) numAttacks = 2; else if( ch.GetRace() == Race.RACE_OGRE || ch.GetRace() == Race.RACE_CENTAUR ) numAttacks = 4; else numAttacks = 9; if( MUDMath.NumberPercent() < ch.GetCurrLuck() ) numAttacks++; if( MUDMath.NumberPercent() < victim.GetCurrLuck() ) numAttacks--; /* 9716 is the index number for the dagger of the wind. */ // HORRIBLE HORRIBLE TODO: FIXME: BUG: Never hard-code item index numbers. if( ( wield = Object.GetEquipmentOnCharacter( ch, ObjTemplate.WearLocation.hand_one ) ) && wield.ObjIndexData.IndexNumber == 9716 ) { SocketConnection.Act( "&+c$n&+c's $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.room ); SocketConnection.Act( "Your $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.character ); for( count = 0; count < numAttacks && victim.CurrentPosition > Position.dead; ++count ) { SingleAttack(ch, victim, String.Empty, ObjTemplate.WearLocation.hand_one); } return ( victim.CurrentPosition > Position.dead ); } if( ( wield = Object.GetEquipmentOnCharacter( ch, ObjTemplate.WearLocation.hand_two ) ) && wield.ObjIndexData.IndexNumber == 9716 ) { SocketConnection.Act( "&+c$n&+c's $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.room ); SocketConnection.Act( "Your $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.character ); for( count = 0; count < numAttacks && victim.CurrentPosition > Position.dead; ++count ) { SingleAttack(ch, victim, String.Empty, ObjTemplate.WearLocation.hand_two); } return ( victim.CurrentPosition > Position.dead ); } if( ( wield = Object.GetEquipmentOnCharacter( ch, ObjTemplate.WearLocation.hand_three ) ) && wield.ObjIndexData.IndexNumber == 9716 ) { SocketConnection.Act( "&+c$n&+c's $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.room ); SocketConnection.Act( "Your $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.character ); for( count = 0; count < numAttacks && victim.CurrentPosition > Position.dead; ++count ) { SingleAttack(ch, victim, String.Empty, ObjTemplate.WearLocation.hand_three); } return ( victim.CurrentPosition > Position.dead ); } if( ( wield = Object.GetEquipmentOnCharacter( ch, ObjTemplate.WearLocation.hand_four ) ) && wield.ObjIndexData.IndexNumber == 9716 ) { SocketConnection.Act( "&+c$n&+c's $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.room ); SocketConnection.Act( "Your $p&n &+cbegins to move with the &+Wspeed&+c of a &+lstorm&+c!&n", ch, wield, null, SocketConnection.MessageTarget.character ); for( count = 0; count < numAttacks && victim.CurrentPosition > Position.dead; ++count ) { SingleAttack(ch, victim, String.Empty, ObjTemplate.WearLocation.hand_four); } return ( victim.CurrentPosition > Position.dead ); } } return false; }
/// <summary> /// Hit one guy once. /// /// Hitroll is now done on a 200-sided die rather than a 20-sided die /// This allows for more dynamic modifiers to hitroll. /// i.e. a couple extra points of strength and whatnot _may_ make the /// difference between a hit and a miss rather than incrementing something /// every 10-20 points of an ability we can modify it every 1-2 points. /// </summary> /// <param name="ch">attacker</param> /// <param name="victim">person being attacked</param> /// <param name="skill">damage type being used (skill)</param> /// <param name="weapon">wear location of weapon (usually primary or secondary hand)</param> /// <returns>true if victim is killed, otherwise false</returns> public static bool SingleAttack(CharData ch, CharData victim, string skill, ObjTemplate.WearLocation weapon) { string text; int dam; int chance; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if( victim.CurrentPosition == Position.dead || victim.Hitpoints < -10 ) { text = String.Format("SingleAttack: ch {0} fighting dead victim {1}.", ch.Name, victim.Name ); Log.Error( text, 0 ); ch.Fighting = null; if( ch.CurrentPosition == Position.fighting ) ch.CurrentPosition = Position.standing; return true; } if( ch.InRoom != victim.InRoom ) { text = String.Format("SingleAttack: ch {0} not with victim {1}.", ch.Name, victim.Name ); Log.Error( text, 0 ); ch.Fighting = null; if( ch.CurrentPosition == Position.fighting ) ch.CurrentPosition = Position.standing; return false; } /* No casting/being para'd and hitting at the same time. */ if ((ch.IsAffected(Affect.AFFECT_CASTING)) || ch.IsAffected(Affect.AFFECT_MINOR_PARA) || ch.IsAffected(Affect.AFFECT_HOLD)) { return false; } // Inertial barrier will prevent some attacks. At the following levels a person // affected by inertial barrier will be able to avoid this percentage of attacks: // 1 = 7% 5 = 10% 10 = 13% 20 = 20% 30 = 27% 40 = 33% 50 = 39% 51 = 40% if (victim.IsAffected(Affect.AFFECT_INERTIAL_BARRIER) && MUDMath.NumberPercent() > (victim.Level * 2 / 3 + 7)) return false; // Keep in mind that CheckRiposte returns a boolean. if (skill != "kick" && skill != "backstab" && skill != "circle" && CheckRiposte( ch, victim ) ) { SingleAttack( victim, ch, String.Empty, ObjTemplate.WearLocation.hand_one ); return false; } if (CheckParry(ch, victim) && skill != "backstab" && skill != "circle") return false; if (CheckShieldBlock(ch, victim) && skill != "backstab" && skill != "circle") return false; if (CheckDodge(ch, victim) && skill != "backstab" && skill != "circle") return false; /* * Figure out the type of damage message if we don't have an associated attack skill. */ Object wield = Object.GetEquipmentOnCharacter( ch, weapon ); if (String.IsNullOrEmpty(skill)) { skill = "barehanded fighting"; if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon ) skill = AttackType.Table[wield.Values[3]].SkillName; } /* * Weapon proficiencies. */ string weaponGsn = "barehanded fighting"; AttackType.DamageType damType = AttackType.DamageType.bludgeon; if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon ) { if( wield.Values[ 3 ] >= 0 && wield.Values[ 3 ] < AttackType.Table.Length ) { weaponGsn = (AttackType.Table[wield.Values[3]].SkillName); damType = AttackType.Table[ wield.Values[ 3 ] ].DamageInflicted; } else { text = String.Format( "SingleAttack: bad weapon damage type {0} caused by {1} ({2}).", skill, wield.Name, wield.ObjIndexData ? wield.ObjIndexData.IndexNumber : -1 ); Log.Error( text, 0 ); wield.Values[ 3 ] = 0; } } /* * Calculate to-hit-armor-class-0 versus armor. */ int hitroll00 = ch.CharacterClass.HitrollLevel0; int hitroll40 = ch.CharacterClass.HitrollLevel40; /* Weapon-specific hitroll and damroll */ int hitroll = MUDMath.Interpolate( ch.Level, hitroll00, hitroll40 ) - ( ch.GetHitroll( weapon ) * 3 ); int victimAC = Math.Max( -100, victim.GetAC() ); // Added blindfighting skill - Xangis if( !CharData.CanSee( ch, victim ) ) { if( ch.CheckSkill( "blindfighting" ) ) { victimAC -= 5; } else { victimAC -= 40; } } /* Weapon proficiencies * * * The twohanded version of a weapon proficiency *MUST* follow the onehanded * version in the definitions. This is stupid. */ if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon ) { if( !wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) ) { if( ch.CheckSkill( weaponGsn )) { victimAC += 20; ch.PracticeSkill( weaponGsn ); } } else { // This is not going to work. if (ch.CheckSkill(weaponGsn+1)) { victimAC += 20; ch.PracticeSkill(weaponGsn); } } } else if( ch.CheckSkill("barehanded fighting")) { victimAC += 20; } /* * The moment of excitement! */ int diceroll = MUDMath.NumberRange( 0, 199 ); // Give them a small bonus if they can make a successful luck check. if( MUDMath.NumberPercent() <= ch.GetCurrLuck() ) diceroll += 5; /* Made really lucky chars get saved by the godz. */ if( diceroll == 0 || ( diceroll <= 196 && diceroll < hitroll - victimAC ) || ( MUDMath.NumberPercent() < victim.GetCurrLuck() / 40 ) ) { /* Miss. */ return InflictDamage(ch, victim, 0, skill, weapon, damType); } /* * Hit. * Calc damage. * * NPCs are more badass barehanded than players. If they weren't * the game would be too damned easy since mobs almost never have * weapons. * * Increased mob damage by about 1/6 * It was previously level/2 to level*3/2 (25-75 at 50, average 50) * It is now level*3/5 to level*10/6 (30-87 at 50, average 59) * * Added the + ch.level - 1 'cause mobs still not hittin' hard enough */ if( ch.IsNPC() ) { dam = MUDMath.NumberRange( ( ch.Level * 3 / 5 ), ( ch.Level * 14 / 8 ) ) + ( ch.Level - 1 ); if (wield) { dam += MUDMath.Dice(wield.Values[1], wield.Values[2]); } else if (ch.CheckSkill("unarmed damage")) { dam += MUDMath.NumberRange(1, (ch.GetSkillChance("unarmed damage") / 12)); } } else { if (wield) { dam = MUDMath.Dice(wield.Values[1], wield.Values[2]); } else { if (!ch.IsClass(CharClass.Names.monk)) { dam = MUDMath.NumberRange(1, (2 + (int)ch.CurrentSize / 3)); if (ch.CheckSkill("unarmed damage")) { dam += MUDMath.NumberRange(1, (ch.GetSkillChance("unarmed damage") / 12)); } } else { int min; // monk barehanded damage - Xangis ch.PracticeSkill("unarmed damage"); chance = ch.GetSkillChance("unarmed damage"); if (chance < 13) { min = 1; } else { min = chance / 13; } // at max skill for barehanded and unarmed, a monk will get // a damage of 7-38, an average of 22.5 damage per hit before // modifiers. This is slightly better than a 6d6 weapon (average of 21 dmg) // this is slightly worse than a 6d7 weapon (average of 24 dmg) dam = MUDMath.NumberRange(min, ((chance / 3) + min)); } } if( ( wield && dam > 1000 ) && ch.Level < Limits.LEVEL_AVATAR ) { text = String.Format( "SingleAttack damage range > 1000 from {0} to {1}", wield.Values[ 1 ], wield.Values[ 2 ] ); Log.Error( text, 0 ); } } /* * Played a character with an armor class of 126 (awful agility). * Wasn't getting pounded much at all. Added a damage bonus applied * when the target's ac is worse than 100. * * This also means that someone who makes their weapon proficiency * check against someone with an ac of 81 or higher will also get a * damage bonus of 1% per ac point. * * This applies to mobs too, so if a mob has a terrible AC it will * get whacked harder. I call this the "soft as a pudding" code. * * This would also make AC debuffs stronger if they can make ac worse * than 100. */ if( victimAC > 100 ) { dam += ( (victimAC - 100) * dam) / 100; } /* * Bonuses. */ dam += ch.GetDamroll( weapon ); /* Weapon proficiencies, players only */ /* Up to 50% increase based on weapon skill */ if (wield && !ch.IsNPC()) { dam += dam * ch.GetSkillChance(weaponGsn) / 180; } /* Up to 33% for offense skill */ /* This means someone that has mastered a weapon and offense automatically does double damage in combat */ chance = ch.GetSkillChance("offense"); dam += dam * chance / 270; /* Bad idea to get caught napping in a fight */ if( !victim.IsAwake() ) dam *= 2; /* Backstab: 2 + one per 9 levels, 7x damage at 50 */ if (skill == "backstab") { // Cap was previously too low. It has been raised because a merc that was previously // stabbing for 180 now stabs for 64. Assassins will still be able to stab for // 175 and mercs for 116 with this revised cap. Keep in mind that a sorc can easily // fist for 250. int cap = 100 + 12 * ch.Level; if( ch.IsClass(CharClass.Names.mercenary) || ch.IsClass(CharClass.Names.bard )) cap = cap * 2 / 3; dam *= ( 2 + ( ch.Level / 9 ) ); /* damage cap applied here */ dam = Math.Min( dam, cap ); } else if (skill == "circle") /* 150% to 200% at lev. 50 */ dam += dam / 2 + ( dam * ch.Level ) / 100; if( dam <= 0 ) dam = 1; return InflictDamage(ch, victim, dam, skill, weapon, damType); }
/// <summary> /// Inflict damage from a single hit. This could use some cleanup since it's way too unwieldy at more than 600 lines. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <param name="dam"></param> /// <param name="skill"></param> /// <param name="weapon"></param> /// <param name="damType"></param> /// <returns></returns> public static bool InflictDamage(CharData ch, CharData victim, int dam, string skill, ObjTemplate.WearLocation weapon, AttackType.DamageType damType) { if (ch == null || victim == null) { return false; } Object obj; bool critical = false; if( victim.CurrentPosition == Position.dead || victim.Hitpoints < -10 ) { return true; } /* * Stop up any residual loopholes. */ if( ( dam > 1276 ) && ch.Level < Limits.LEVEL_AVATAR ) { string text; if (ch.IsNPC() && ch.Socket) { text = String.Format("Damage: {0} from {1} by {2}: > 1276 points with {3} damage type!", dam, ch.Name, ch.Socket.Original.Name, skill); } else { text = String.Format("Damage: {0} from {1}: > 1276 points with {2} damage type!", dam, ch.IsNPC() ? ch.ShortDescription : ch.Name, skill); } Log.Error( text, 0 ); dam = 1276; } // Remove memorization and meditation bits - Xangis victim.BreakMeditate(); victim.BreakMemorization(); if (victim.IsAffected( Affect.AFFECT_MINOR_PARA)) { SocketConnection.Act( "$n&n disrupts the magic preventing $N&n from moving.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); SocketConnection.Act( "You disrupt the magic preventing $N&n from moving.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "&+YYou can move again.&n", ch, null, victim, SocketConnection.MessageTarget.victim ); victim.RemoveAffect( Affect.AFFECT_MINOR_PARA ); } bool immune = false; if( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ victim = CheckGuarding( ch, victim ); if( IsSafe( ch, victim ) ) return false; // is_safe could wipe out victim, as it calls procs if a boss // check and see that victim is still valid if( victim == null ) return true; Crime.CheckAttemptedMurder( ch, victim ); if( victim.CurrentPosition > Position.stunned ) { if( !victim.Fighting ) SetFighting( victim, ch ); // Can't have prone people automatically stand if( victim.CurrentPosition == Position.standing ) victim.CurrentPosition = Position.fighting; if( !ch.Fighting ) SetFighting( ch, victim ); /* * If NPC victim is following, ch might attack victim's master. * No charm check here because charm would be dispelled from * tanking mobile when combat ensues thus ensuring PC charmer is * not harmed. * Check for IsSameGroup wont work as following mobile is not * always grouped with PC charmer * * Added a check for whether ch has switch skill. If not, * much lower chancing of retargetting */ if( ch.IsNPC() && victim.IsNPC() && victim.Master && victim.Master.InRoom == ch.InRoom && MUDMath.NumberBits( 2 ) == 0 ) { StartGrudge( ch, victim.Master, false ); } } /* * More charm stuff. */ if( victim.Master == ch ) { StopFighting( victim, true ); } ch.BreakInvisibility(); /* * Hunting stuff... */ if( dam != 0 && victim.IsNPC() ) { /* StartGrudge is combined StartHating and StartHunting */ StartGrudge( victim, ch, false ); } /* * Damage modifiers. */ // Critical hits for double damage // Average of 5% for those that have average luck // Gnomes could concievably have 10% if( MUDMath.NumberPercent() < ( 2 + ( ch.GetCurrLuck() / 18 ) ) && dam > 0 ) { ch.SendText( "&+WYou score a CRITICAL HIT!&n\r\n" ); dam *= 2; critical = true; } if( victim.IsAffected( Affect.AFFECT_SANCTUARY ) ) dam /= 2; if( victim.IsAffected( Affect.AFFECT_PROTECT_EVIL ) && ch.IsEvil() ) dam -= dam / 8; else if( victim.IsAffected( Affect.AFFECT_PROTECT_GOOD ) && ch.IsGood() ) dam -= dam / 8; // Check stoneskin. People not affected by a stoneskin affect // cannot lose their stoneskin for any reason. This should mean // that mobs will keep their stoneskin and players should always // have a chance to lose it, since no player should ever be // setbit stoneskin. // // The bool value of found is used so that we can have them // take full damage when their stoneskin shatters, but get the // damage reduction if they are either a mob or their stoneskin // wears off that round. // /* Yeah, yeah.. so maybe backstabs shouldn't be aff'd. */ // Actually they should be affected, but they should have a much // higher chance of getting through (say 30-70%). // // Critical hits will now go through stoneskin // automatically if (!critical && victim.IsAffected( Affect.AFFECT_STONESKIN) && ( skill != "backstab" || MUDMath.NumberPercent() < ( 25 + ch.Level ) ) ) { bool found = false; for (int i = (victim.Affected.Count - 1); i >= 0; i--) { if( victim.Affected[i].HasBitvector( Affect.AFFECT_STONESKIN ) ) { // Small chance of shattering the stoneskin on a good hit. // Reduced chance by about 20% if( dam >= 25 && MUDMath.NumberPercent() <= ( dam / 12 ) ) { victim.SendText( "&+LYour stoneskin is shattered by the massive blow!&n\r\n" ); SocketConnection.Act( "$n&n's massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim ); SocketConnection.Act( "Your massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.character ); victim.RemoveAffect(victim.Affected[i]); found = true; } else if( dam > 0 ) // Added check for actual damage { for( int j = 0; j < victim.Affected[i].Modifiers.Count; j++ ) { victim.Affected[i].Modifiers[j].Amount--; if (victim.Affected[i].Modifiers[j].Amount < 1) { victim.RemoveAffect(victim.Affected[i]); victim.SendText("&+LYou feel your skin soften and return to normal.&n\r\n"); } dam /= 15; found = true; } } } } // This means they're Affect.AFFECT_STONESKIN as an innate/permenant. // We will still allow it to shatter, but it will refresh itself // upon a mob update. Because of this, we make it easier to shatter. // No damage reduction when it shatters. if( !found ) { if( dam >= 8 && MUDMath.NumberPercent() <= ( dam / 8 ) ) { victim.SendText( "&+LYour stoneskin is shattered by the massive blow!&n\r\n" ); SocketConnection.Act( "$n&n's massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim ); SocketConnection.Act( "Your massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.character ); victim.RemoveAffect( Affect.AFFECT_STONESKIN ); } else { dam = dam / 15 != 0 ? dam / 15 : 1; } } } if( dam < 0 ) dam = 0; /* * Check for disarm, trip, parry, dodge and shield block. */ if (skill != "barehanded fighting" || skill == "kick") { // Trip and disarm removed because those should be handled // by each individual mob's special function. if( ch.IsNPC() && ch.HasInnate( Race.RACE_WEAPON_WIELD ) && MUDMath.NumberPercent() < Math.Min( 25, Math.Max( 10, ch.Level ) ) && !victim.IsNPC() ) UseMagicalItem( ch ); } } switch( victim.CheckRIS( damType ) ) { case Race.ResistanceType.resistant: dam -= dam / 3; break; case Race.ResistanceType.immune: immune = true; dam = 0; break; case Race.ResistanceType.susceptible: dam += dam / 2; break; case Race.ResistanceType.vulnerable: dam *= 2; break; default: break; } if( ( damType == AttackType.DamageType.wind || damType == AttackType.DamageType.gas || damType == AttackType.DamageType.asphyxiation ) && victim.IsAffected(Affect.AFFECT_DENY_AIR)) { if( MUDMath.NumberPercent() < 50 ) { ch.SendText( "&+CYou deny the damage.&n\r\n" ); immune = true; dam = 0; } else dam -= dam / 5; } if (damType == AttackType.DamageType.fire && victim.IsAffected( Affect.AFFECT_DENY_FIRE)) { if( MUDMath.NumberPercent() < 50 ) { ch.SendText( "&+rYou deny the damage.&n\r\n" ); immune = true; dam = 0; } else dam -= dam / 5; } if( ( damType == AttackType.DamageType.earth || damType == AttackType.DamageType.crushing ) && victim.IsAffected( Affect.AFFECT_DENY_EARTH)) { if( MUDMath.NumberPercent() < 50 ) { ch.SendText( "&+yYou deny the damage.&n\r\n" ); immune = true; dam = 0; } else dam -= dam / 5; } if( ( damType == AttackType.DamageType.water || damType == AttackType.DamageType.acid || damType == AttackType.DamageType.drowning ) && victim.IsAffected( Affect.AFFECT_DENY_WATER)) { if( MUDMath.NumberPercent() < 50 ) { ch.SendText( "&+bYou deny the damage.&n\r\n" ); immune = true; dam = 0; } else dam -= dam / 5; } // Check for protection spells that give 25% damage reduction - Xangis if (damType == AttackType.DamageType.fire && victim.IsAffected( Affect.AFFECT_PROTECT_FIRE)) dam = ( dam * 3 ) / 4; else if (damType == AttackType.DamageType.cold && victim.IsAffected( Affect.AFFECT_PROTECT_COLD)) dam = ( dam * 3 ) / 4; else if (damType == AttackType.DamageType.acid && victim.IsAffected( Affect.AFFECT_PROTECT_ACID)) dam = ( dam * 3 ) / 4; else if (damType == AttackType.DamageType.gas && victim.IsAffected( Affect.AFFECT_PROTECT_GAS)) dam = ( dam * 3 ) / 4; else if (damType == AttackType.DamageType.electricity && victim.IsAffected( Affect.AFFECT_PROTECT_LIGHTNING)) dam = ( dam * 3 ) / 4; // Barkskin protects from 8% of slash and 12% of pierce damage. if (victim.IsAffected( Affect.AFFECT_BARKSKIN)) { if (skill == "1h slashing" || skill == "2h slashing") dam = dam * 11 / 12; else if (skill == "1h piercing" || skill == "2h piercing") dam = dam * 7 / 8; } // Check for vampiric touch for anti-paladins and vampires if( weapon == ObjTemplate.WearLocation.hand_one || weapon == ObjTemplate.WearLocation.hand_two || weapon == ObjTemplate.WearLocation.hand_three || weapon == ObjTemplate.WearLocation.hand_four ) { if( ( ( ch.IsClass(CharClass.Names.antipaladin) || ch.GetRace() == Race.RACE_VAMPIRE ) && skill == "barehanded fighting" && !Object.GetEquipmentOnCharacter(ch, weapon)) || (ch.IsAffected( Affect.AFFECT_VAMP_TOUCH) && ( !( obj = Object.GetEquipmentOnCharacter( ch, weapon ) ) || obj.HasAffect( Affect.AFFECT_VAMP_TOUCH ) ) ) ) { ch.Hitpoints += dam / 3; if( ch.Hitpoints > ( ch.GetMaxHit() + 50 + ch.Level * 5 ) ) { ch.Hitpoints = ch.GetMaxHit() + 50 + ch.Level * 5; } } } /* PC to PC damage quartered. * NPC to PC damage divided by 3. */ if( dam > 0 && !victim.IsNPC() && victim != ch ) { if( !ch.IsNPC() ) dam /= 4; else dam /= 3; } /* * Just a check for anything that is excessive damage * Send a log message, keeping the imms on their toes * Changed this from 300 to 250 'cause hitters get more than one * attack/round and w/haste that's 1000 possible in the time one fist * goes off. That's more than the fist might do and it has to be * memmed. */ if (dam > 250 && skill != "backstab" ) { string buf4; if (!string.IsNullOrEmpty(skill)) { buf4 = String.Format("Excessive damage: {0} attacking {1} for {2}, skill = {3}({4}).", ch.Name, victim.Name, dam, Skill.SkillList[skill].DamageText, skill); } else { buf4 = String.Format("Excessive damage: {0} attacking {1} for {2}, unknown damage type.", ch.Name, victim.Name, dam); } Log.Trace( buf4 ); } /* * We moved DamageMessage out of the victim != ch if above * so self damage would show. Other valid type_undefined * damage is ok to avoid like mortally wounded damage */ if (!String.IsNullOrEmpty(skill)) { SendDamageMessage(ch, victim, dam, skill, weapon, immune); } victim.Hitpoints -= dam; /* Check for HOLY_SACRFICE and BATTLE_ECSTASY */ if( dam > 0 && victim != ch ) { CharData groupChar; if (victim.IsAffected( Affect.AFFECT_HOLY_SACRIFICE) && victim.GroupLeader) { for( groupChar = victim.GroupLeader; groupChar; groupChar = groupChar.NextInGroup ) { if( groupChar == victim || groupChar.InRoom != ch.InRoom ) continue; groupChar.Hitpoints += dam / 5; if (groupChar.Hitpoints > groupChar.GetMaxHit() + 50 + groupChar.Level * 5) { groupChar.Hitpoints = groupChar.GetMaxHit() + 50 + groupChar.Level * 5; } } //end for loop } //end if holy sac if( ch.GroupLeader != null ) { for( groupChar = ch.GroupLeader; groupChar != null; groupChar = groupChar.NextInGroup ) { if( groupChar == victim || groupChar.InRoom != ch.InRoom ) continue; if( groupChar.IsAffected( Affect.AFFECT_BATTLE_ECSTASY ) ) { groupChar.Hitpoints += dam / 20; if( groupChar.Hitpoints > groupChar.GetMaxHit() + 50 + groupChar.Level * 5 ) groupChar.Hitpoints = groupChar.GetMaxHit() + 50 + groupChar.Level * 5; } // end if battle ecstasy } //end for loop } //end if grouped } //end if // Make sure if they got an instant kill roll that the victim dies. if (skill == "instant kill") { if( victim.GetRace() != Race.RACE_DEVIL && victim.GetRace() != Race.RACE_DEMON && victim.GetRace() != Race.RACE_GOD ) victim.Hitpoints = -20; } /* Added damage exp! */ // chance added because people level faster and faster as they get higher level... // to be worked out when exp is redone. // you can now only get damage exp on mobs that con easy or better // and there's only a 25% chance per hit of you evern being eligible for damage exp. if( MUDMath.NumberPercent() < 25 && victim.Level >= ( ch.Level - 3 ) ) ch.GainExperience( Math.Max( 1, dam / 20 ) ); if( !victim.IsNPC() && victim.Level >= Limits.LEVEL_AVATAR && victim.Hitpoints < 1 ) victim.Hitpoints = 1; /* * Magic shields that retaliate * * Apparently two people with the same sort of shield do not * take damage from each other */ if( ( dam > 1 ) && victim != ch ) { if( victim.IsAffected( Affect.AFFECT_FIRESHIELD ) && !ch.IsAffected( Affect.AFFECT_FIRESHIELD ) ) InflictSpellDamage( victim, ch, dam / 2, "fireshield", AttackType.DamageType.fire ); if (victim.IsAffected( Affect.AFFECT_COLDSHIELD) && !ch.IsAffected(Affect.AFFECT_COLDSHIELD)) InflictSpellDamage( victim, ch, dam / 2, "coldshield", AttackType.DamageType.cold ); if (victim.IsAffected(Affect.AFFECT_SHOCK_SHIELD) && !ch.IsAffected(Affect.AFFECT_SHOCK_SHIELD)) InflictSpellDamage( victim, ch, dam / 2, "shockshield", AttackType.DamageType.electricity ); /* Soulshield is a complex one. If the attacker and victim are of * opposite alignment, the shield retaliates with 1/2 damage just like * any other shield. If the victim is neutral and the attacker is * not, the shield retaliates with 1/4 damage. If the victim is good * or evil and the attacker is neutral, the shield retaliates with * 1/8 damage. If the attacker and victim are of same alignment, * the shield does nothing. */ if (victim.IsAffected(Affect.AFFECT_SOULSHIELD) && !ch.IsAffected(Affect.AFFECT_SOULSHIELD)) { if( victim.IsEvil() && ch.IsGood() ) InflictSpellDamage(victim, ch, dam / 2, "soulshield", AttackType.DamageType.harm); else if( victim.IsGood() && ch.IsEvil() ) InflictSpellDamage(victim, ch, dam / 2, "soulshield", AttackType.DamageType.harm); else if( victim.IsNeutral() && ( ch.IsEvil() || ch.IsGood() ) ) InflictSpellDamage(victim, ch, dam / 4, "soulshield", AttackType.DamageType.harm); else if( victim.IsGood() && ch.IsNeutral() ) InflictSpellDamage(victim, ch, dam / 8, "soulshield", AttackType.DamageType.harm); else if( victim.IsEvil() && ch.IsNeutral() ) InflictSpellDamage(victim, ch, dam / 8, "soulshield", AttackType.DamageType.harm); } } if (victim.IsAffected( Affect.AFFECT_BERZERK ) && victim.CurrentPosition <= Position.stunned ) victim.RemoveAffect(Affect.AFFECT_BERZERK); if (dam > 0 && skill != "barehanded fighting" && IsWieldingPoisoned( ch, weapon ) && !Magic.SpellSavingThrow( ch.Level, victim, AttackType.DamageType.poison ) ) { InflictPoison( "poison_weapon", ch.Level, IsWieldingPoisoned( ch, weapon ), ch, victim ); SocketConnection.Act( "$n&n suffers from the &+Gpoison&n inflicted upon $m.", victim, null, null, SocketConnection.MessageTarget.room, true ); Object.StripAffect( Object.GetEquipmentOnCharacter( ch, weapon ), Affect.AffectType.skill, "poison weapon" ); } victim.UpdatePosition(); switch( victim.CurrentPosition ) { case Position.mortally_wounded: victim.SendText( "&+LYou are &+Rmo&n&+rr&+Rt&n&+ral&+Rl&n&+ry&+L wounded, and will die soon, if not aided.&n\r\n" ); SocketConnection.Act( "$n&+L is &+Rmo&n&+rr&+Rt&n&+ral&+Rl&n&+ry&+L wounded, and will die soon, if not aided.&n", victim, null, null, SocketConnection.MessageTarget.room, true ); StopNotVicious( victim ); break; case Position.incapacitated: victim.SendText( "&+LYou are incapacitated and will &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.&n\r\n" ); SocketConnection.Act( "$n&+L is incapacitated and will slowly &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.&n", victim, null, null, SocketConnection.MessageTarget.room, true ); StopNotVicious( victim ); break; case Position.stunned: victim.SendText( "&+LYou are stunned, but will probably recover.&n\r\n" ); SocketConnection.Act( "$n&+L is stunned, but will probably recover.&n", victim, null, null, SocketConnection.MessageTarget.room, true ); break; case Position.dead: if( victim == ch ) { victim.SendText( "&+LYou have been &+Rsl&n&+ra&+Ri&n&+rn&+L!&n\r\n\r\n" ); } else { string buf = String.Format( "&+LYou have been &+Rsl&n&+ra&+Ri&n&+rn&+L by&n {0}&+L!&n\r\n\r\n", ch.ShowNameTo( victim, false ) ); victim.SendText( buf ); } /* Added this to stop a bug. */ Combat.StopFighting( victim, true ); SocketConnection.Act( "$n&+L is &n&+rdead&+L!&n", victim, null, null, SocketConnection.MessageTarget.room, true ); break; default: if( dam > victim.GetMaxHit() / 5 ) victim.SendText( "That really did &+RHURT&n!\r\n" ); if( victim.Hitpoints < victim.GetMaxHit() / 10 ) victim.SendText( "You sure are &n&+rBL&+RE&n&+rE&+RDI&n&+rN&+RG&n!\r\n" ); break; } // Check for weapon procs if( ( obj = Object.GetEquipmentOnCharacter( ch, weapon ) ) && Position.dead != victim.CurrentPosition ) { if( obj.SpecFun.Count > 0 ) obj.CheckSpecialFunction(true); } /* * Sleep spells and extremely wounded folks. */ if( !victim.IsAwake() ) /* lets make NPC's not slaughter PC's */ { if( victim.Fighting && victim.Fighting.Hunting && victim.Fighting.Hunting.Who == victim ) StopHunting( victim.Fighting ); if( victim.Fighting && !victim.IsNPC() && ch.IsNPC() ) StopFighting( victim, true ); else StopFighting( victim, false ); } /* * Payoff for killing things. */ if( victim.CurrentPosition == Position.dead ) { // Done in attempt to squelch the combat continuation bug StopFighting( victim, true ); if( !victim.HasActionBit(MobTemplate.ACT_NOEXP ) || !victim.IsNPC() ) GroupExperienceGain( ch, victim ); if( ch.IsNPC() ) { if( ch.Hunting ) { if( ch.Hunting.Who == victim ) StopHunting( ch ); } if( ch.IsHating(victim) ) { ch.StopHating( victim ); } } if( !victim.IsNPC() ) { if( ch.IsNPC() ) { ( (PC)victim ).MobDeaths++; if( victim.IsGuild() ) { ( (PC)victim ).GuildMembership.MonsterDeaths++; ( (PC)victim ).GuildMembership.Score += CalculateDeathScore( ch, victim ); } ( (PC)victim ).Score += CalculateDeathScore( ch, victim ); } else { ( (PC)ch ).PlayerKills++; ( (PC)victim ).PlayerDeaths++; ( (PC)victim ).Score += CalculateDeathScore( ch, victim ); ( (PC)ch ).Score += CalculateKillScore( ch, victim ); if( ch.IsGuild() && victim.IsGuild() && ( (PC)ch ).GuildMembership != ( (PC)victim ).GuildMembership ) { ( (PC)ch ).GuildMembership.PlayerKills++; ( (PC)victim ).GuildMembership.PlayerDeaths++; ( (PC)ch ).GuildMembership.Score += CalculateKillScore( ch, victim ); ( (PC)victim ).GuildMembership.Score += CalculateDeathScore( ch, victim ); } } string logBuf = String.Format( "{0}&n killed by {1}&n at {2}", victim.Name, ( ch.IsNPC() ? ch.ShortDescription : ch.Name ), victim.InRoom.IndexNumber ); Log.Trace( logBuf ); ImmortalChat.SendImmortalChat( ch, ImmortalChat.IMMTALK_DEATHS, Limits.LEVEL_AVATAR, logBuf ); /* * Dying penalty: * * At level 1 you lose 12.5% of a level. * At level 50 you lose 25% of a level. */ // Made it so people level 5 and under lose no exp from death. if( ch.Level > 5 ) victim.GainExperience( ( 0 - ( ( ( 50 + victim.Level ) * ExperienceTable.Table[ victim.Level ].LevelExperience ) / 400 ) ) ); if( victim.Level < 2 && victim.ExperiencePoints < 1 ) victim.ExperiencePoints = 1; } else { if( !ch.IsNPC() ) { ( (PC)ch ).MobKills++; if( ch.IsGuild() ) { ( (PC)ch ).GuildMembership.MonsterKills++; ( (PC)ch ).GuildMembership.Score += CalculateKillScore( ch, victim ); } ( (PC)ch ).Score += CalculateKillScore( ch, victim ); } } KillingBlow( ch, victim ); return true; } if( victim == ch ) { return false; } /* * Wimp out? */ if( victim.IsNPC() && dam > 0 ) { if( ( victim.HasActionBit(MobTemplate.ACT_WIMPY ) && MUDMath.NumberBits( 1 ) == 0 && victim.Hitpoints < victim.GetMaxHit() / 5 ) || (victim.IsAffected( Affect.AFFECT_CHARM) && victim.Master && victim.Master.InRoom != victim.InRoom ) ) { StartFearing( victim, ch ); StopHunting( victim ); CommandType.Interpret(victim, "flee"); } } if( !victim.IsNPC() && victim.Hitpoints > 0 && victim.Hitpoints <= victim.Wimpy ) { CommandType.Interpret(victim, "flee"); } return false; }