예제 #1
0
        /// <summary>
        /// Inflicts damage from a spell, based on the weapon damage() function, but customized for spells.
        /// 
        /// Needs to be cleaned up because it's just too big (600+ lines).
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <param name="dam"></param>
        /// <param name="spell"></param>
        /// <param name="damType"></param>
        /// <returns></returns>
        public static bool InflictSpellDamage( CharData ch, CharData victim, int dam, Spell spell, AttackType.DamageType damType )
        {
            if( ch == null || victim == null || victim.CurrentPosition == Position.dead )
                return true;

            // Remove memorization and meditation bits.
            // And invis.
            ch.BreakInvisibility();
            victim.BreakMeditate();
            victim.BreakMemorization();

            if( CheckShrug( ch, victim ) )
                return false;

            if( victim.CurrentPosition == Position.sleeping
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                SocketConnection.Act( "$n&n has a rude awakening!", victim, null, null, SocketConnection.MessageTarget.room );
                victim.CurrentPosition = Position.resting;
                if( ch.InRoom == victim.InRoom && ch.FlightLevel == victim.FlightLevel )
                    SetFighting( victim, ch );
            }

            // Check for globe spells.  See also FinishSpell under TargetType.singleCharacterOffensive
            // This check here is just to prevent area effect spells from
            // doing damage if too low level.  The check for direct spells is in
            // Magic.cs
            if (victim.IsAffected( Affect.AFFECT_MAJOR_GLOBE)
                    && (spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 6
                         || spell.Name == "fireshield"
                         || spell.Name == "shockshield"
                         || spell.Name == "soulshield"
                         || spell.Name == "coldshield" ) )
            {
                SocketConnection.Act( "&+RThe globe around $N&+R's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+RYour globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+R$N&+R's globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_GREATER_SPIRIT_WARD) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 5)
            {
                SocketConnection.Act( "&+WThe aura around $N&+W's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+WYour globe absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+W$N&+W's aura absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_MINOR_GLOBE) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 4)
            {
                SocketConnection.Act( "&+RThe globe around $N&+R's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+RYour globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+R$N&+R's globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_SPIRIT_WARD) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 3)
            {
                SocketConnection.Act( "&+WThe aura around $N&+W's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+WYour globe absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+W$N&+W's aura absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                return false;
            }

            /*
            * Stop up any residual loopholes.
            */
            // 1275 is average damage from Akiaurn's Power Word
            // I changed this to reflect that.
            if( ( dam > 1275 ) && ch.Level < Limits.LEVEL_AVATAR && ch.GetRace() != Race.RACE_DRAGON )
            {
                string buf3;

                if( ch.IsNPC() && ch.Socket )
                    buf3 = String.Format(
                              "Spell_Damage: {0} from {1} by {2}: > 1275 points with {3} spell!",
                              dam, ch.Name, ch.Socket.Original.Name, spell.Name );
                else
                    buf3 = String.Format(
                              "Spell_Damage: {0} from {1}: > 1275 points with {2} spell!",
                              dam, ch.IsNPC() ? ch.ShortDescription : ch.Name, spell.Name );

                Log.Error( buf3, 0 );
                dam = 1275;
            }

            if (victim.IsAffected( Affect.AFFECT_MINOR_PARA)
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                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 );
                victim.AffectStrip( Affect.AffectType.spell, "earthen grasp" );
                victim.AffectStrip( Affect.AffectType.spell, "greater earthen grasp");
            }

            bool immune = false;
            if( victim != ch )
            {
                /*
                * Certain attacks are forbidden.
                * Most other attacks are returned.
                */
                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 )
                    return true;
                Crime.CheckAttemptedMurder( ch, victim );

                if( victim.CurrentPosition > Position.stunned
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                {
                    // Offensive spells engage victim if not fighting, and
                    //   caster only if neither are fighting.
                    if( !victim.Fighting && victim.InRoom == ch.InRoom
                            && victim.FlightLevel == ch.FlightLevel )
                    {
                        SetFighting( victim, ch );
                        if( !ch.Fighting )
                            SetFighting( ch, victim );
                        // Can't have prone people automaticaly stand.
                        if( victim.CurrentPosition == Position.standing )
                            victim.CurrentPosition = Position.fighting;
                    }
                    /*
                    * 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 is_same_group wont work as following mobile is not
                    * always grouped with PC charmer
                    */
                    if( ch.IsNPC()
                            && victim.IsNPC()
                            && victim.Master
                            && victim.Master.InRoom == ch.InRoom
                            && MUDMath.NumberBits( 2 ) == 0 )
                    {
                        StopFighting( ch, false );
                        SetFighting( ch, victim.Master );
                        return false;
                    }
                }

                /*
                * More charm stuff.
                */
                if( victim.Master == ch
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                    StopFighting( victim, true );

                /*
                * Hunting stuff...
                */
                if( dam != 0 && victim.IsNPC()
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                {
                    StartGrudge( victim, ch, false );
                }

                /*
                * Damage modifiers.
                */
                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;

                if( dam < 0 )
                    dam = 0;
            }

            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;
            }

            if( ( damType == AttackType.DamageType.wind || damType == AttackType.DamageType.gas || damType == AttackType.DamageType.asphyxiation )
                    && victim.IsAffected( Affect.AFFECT_DENY_AIR))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    victim.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 )
                {
                    victim.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 )
                {
                    victim.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 )
                {
                    victim.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;

            /*
            * 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( spell != Spell.SpellList["reserved"]
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                SendSpellDamageMessage( ch, victim, dam, spell, immune );

            /*  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;
            }

            /*
            * Hurt the victim.
            * Inform the victim of his new state.
            */
            if( !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                /* Added damage exp! */
                // chance added because people level faster and faster as they get higher level...
                // 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 ) );
                victim.Hitpoints -= dam;
            }
            else
            {
                string attack;

                if( spell != null && spell != Spell.SpellList["none"] )
                    attack = spell.Name;
                else
                    attack = "it";

                SocketConnection.Act( "$N&n absorbs your $t!", ch, attack, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "You absorb $n&n's $t!", ch, attack, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "$N&n absorbs $n&n's $t", ch, attack, victim, SocketConnection.MessageTarget.room_vict );
                if( ch.IsImmortal() )
                {
                    string buf4 = String.Format( "You healed {0} damage.",
                                                 victim.GetMaxHit() >= dam + victim.Hitpoints ? dam : victim.GetMaxHit() - victim.Hitpoints );
                    ch.SendText( buf4 );
                }

                victim.Hitpoints = Math.Min( victim.GetMaxHit(), victim.Hitpoints + dam );

                return false;
            }

            if( !victim.IsNPC()
                    && victim.Level >= Limits.LEVEL_AVATAR
                    && victim.Hitpoints < 1 )
                victim.Hitpoints = 1;

            if (victim.IsAffected(Affect.AFFECT_BERZERK)
                    && victim.CurrentPosition <= Position.stunned )
                victim.RemoveAffect(Affect.AFFECT_BERZERK);

            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 slowly &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.\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:
                    SocketConnection.Act( spell.MessageKill, ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    SocketConnection.Act( spell.MessageKill, ch, null, victim, SocketConnection.MessageTarget.character );
                    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 );
                    }
                    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;
            }

            /*
            * 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 )
            {
                StopFighting( ch, false );

                if( !victim.HasActionBit(MobTemplate.ACT_NOEXP ) || !victim.IsNPC() )
                    GroupExperienceGain( ch, 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:
                    * 1/2 way back to previous 2 levels.
                    */
                    // Newbies do not lose 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 );

                // Keep in mind after this point the character is not in the
                // CharList, not in any room, and is at the menu.  Don't do
                // anything that would cause a segmentation fault.

                if( ch.IsGuild()
                        && victim.IsGuild()
                        && ( (PC)ch ).GuildMembership != ( (PC)victim ).GuildMembership )
                {
                    ( (PC)ch ).GuildMembership.Score += 20;
                }

                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;
        }
예제 #2
0
        /// <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;
        }
예제 #3
0
        /// <summary>
        /// Compute a saving throw.  Negative apply's make saving throw better.
        /// </summary>
        /// <param name="level"></param>
        /// <param name="victim"></param>
        /// <param name="damType"></param>
        /// <returns></returns>
        public static bool SpellSavingThrow( int level, CharData victim, AttackType.DamageType damType )
        {
            int ibase = 50;

            if( victim == null )
            {
                Log.Error("SpellSavingThrow called without CharData argument for victim.", 0);
                return false;
            }

            if (victim.IsAffected(Affect.AFFECT_DENY_WATER) && damType == AttackType.DamageType.water)
                return true;
            if (victim.IsAffected(Affect.AFFECT_DENY_FIRE) && damType == AttackType.DamageType.fire)
                return true;
            if (victim.IsAffected(Affect.AFFECT_DENY_EARTH) && damType == AttackType.DamageType.earth)
                return true;
            if (victim.IsAffected(Affect.AFFECT_DENY_AIR) && damType == AttackType.DamageType.wind)
                return true;

            // Keep in mind that *negative* saving throw improves the chance.
            // positive saving throw is a bad thing
            /* Thus, we want a - save to increase the save chance, not decrease
            * it.  So, we subtract the saving throw.
            */
            int save = ibase + ( victim.Level - level - victim.SavingThrows[ 4 ] ) * 2;

            if( victim.IsNPC() && victim.Level > 55 )
                ibase += 20;

            // We aren't too harsh on our save penalties because the victim is already
            // automatically taking augmented damage.
            switch( victim.CheckRIS( damType ) )
            {
                case Race.ResistanceType.resistant:
                    save += 12;
                    break;
                case Race.ResistanceType.immune:
                    return true;
                case Race.ResistanceType.susceptible:
                    save -= 12;
                    break;
                case Race.ResistanceType.vulnerable:
                    save -= 25;
                    break;
            }

            /* Note that protection spells aren't quite as good as a natural resistance
            * ( +10% save -25% damage as opposed to +12% save -33% damage), but they
            * are cumulative, so a natural resistance and a protection spell will give
            * +22% save and -50% damage overall.
            */

            // TODO: This is duplicated in SavesBreath. Don't do that.
            if (damType == AttackType.DamageType.fire && victim.IsAffected(Affect.AFFECT_PROTECT_FIRE))
                save += 10;
            else if (damType == AttackType.DamageType.cold && victim.IsAffected(Affect.AFFECT_PROTECT_COLD))
                save += 10;
            else if (damType == AttackType.DamageType.gas && victim.IsAffected(Affect.AFFECT_PROTECT_GAS))
                save += 10;
            else if (damType == AttackType.DamageType.acid && victim.IsAffected(Affect.AFFECT_PROTECT_ACID))
                save += 10;
            else if (damType == AttackType.DamageType.electricity && victim.IsAffected(Affect.AFFECT_PROTECT_LIGHTNING))
                save += 10;

            save = Macros.Range( 5, save, 95 );
            if( MUDMath.NumberPercent() < save )
                return true;
            return false;
        }
예제 #4
0
        /// <summary>
        /// Save against illusionist spells, intelligence and level-based.  Base save 50% with a
        /// bonus/penalty of 2% per level of difference between spell power (typically caster level
        /// but capped on most spells) and victim level.  Also has a 1% bonus/penalty per 5 int
        /// points of difference between caster and victim.
        /// </summary>
        /// <param name="level"></param>
        /// <param name="victim"></param>
        /// <param name="ch"></param>
        /// <returns></returns>
        public static bool Disbelieve( int level, CharData victim, CharData ch )
        {
            int ibase = 50;

            if( !victim )
            {
                Log.Error( "Magic.Disbelieve called without CharData argument for victim.", 0 );
                return false;
            }

            // Level has an effect on illusions.
            int save = ibase + ( victim.Level - level ) * 2;

            // Will cause a 100 int player to get a 5% bonus against a 50 int mob.
            save += ( victim.GetCurrInt() / 5 );
            save -= ( ch.GetCurrInt() / 5 );

            // Figure in spell saving throw adjustment.
            save -= victim.SavingThrows[4];

            // Even though we already figured in intelligence, also take into account mental
            // damage type resistance and susceptibility.
            switch (victim.CheckRIS(AttackType.DamageType.mental))
            {
                case Race.ResistanceType.resistant:
                    save += 10;
                    break;
                case Race.ResistanceType.immune:
                    return true;
                case Race.ResistanceType.susceptible:
                    save -= 10;
                    break;
                case Race.ResistanceType.vulnerable:
                    save -= 20;
                    break;
            }

            save = Macros.Range( 5, save, 95 );
            return MUDMath.NumberPercent() < save;
        }
예제 #5
0
        /// <summary>
        /// Compute a saving throw versus breath weapon (saving_throw[3]).
        /// Negative apply's make saving throw better.
        ///
        /// This is basically identical to Magic.SavesSpell, except that it uses
        /// a different saving throw as its base.
        /// </summary>
        /// <param name="level"></param>
        /// <param name="victim"></param>
        /// <param name="damType"></param>
        /// <returns></returns>
        public static bool SavesBreath( int level, CharData victim, AttackType.DamageType damType )
        {
            int ibase = 50;

            string lfbuf = String.Format( "Magic.SavesBreath: dt: {0}, level: {1}", damType, level );
            Log.Trace( lfbuf );

            if( !victim )
            {
                Log.Error( "Magic.SavesBreath called without CharData argument for victim.", 0 );
                return false;
            }

            int save = ibase + ( victim.Level - level - victim.SavingThrows[ 3 ] ) * 2;

            switch( victim.CheckRIS( damType ) )
            {
                case Race.ResistanceType.resistant:
                    save += 12;
                    break;
                case Race.ResistanceType.immune:
                    return true;
                case Race.ResistanceType.susceptible:
                    save -= 12;
                    break;
                case Race.ResistanceType.vulnerable:
                    save -= 25;
                    break;
            }

            /* Note that protection spells aren't quite as good as a natural resistance
            * ( +10% save -25% damage as opposed to +12% save -33% damage), but they
            * are cumulative, so a natural resistance and a protection spell will give
            * +22% save and -50% damage overall.
            */

            // TODO: This is duplicated in SpellSavingThrow. Don't do that.
            if (damType == AttackType.DamageType.fire && victim.IsAffected(Affect.AFFECT_PROTECT_FIRE))
                save += 10;
            else if (damType == AttackType.DamageType.cold && victim.IsAffected(Affect.AFFECT_PROTECT_COLD))
                save += 10;
            else if (damType == AttackType.DamageType.gas && victim.IsAffected(Affect.AFFECT_PROTECT_GAS))
                save += 10;
            else if (damType == AttackType.DamageType.acid && victim.IsAffected(Affect.AFFECT_PROTECT_ACID))
                save += 10;
            else if (damType == AttackType.DamageType.electricity && victim.IsAffected(Affect.AFFECT_PROTECT_LIGHTNING))
                save += 10;

            save = Macros.Range( 5, save, 95 );
            if( MUDMath.NumberPercent() < save )
                return true;
            else
                return false;
        }