/// <summary> /// Wake one's self or someone else. /// </summary> /// <param name="ch"></param> /// <param name="str"></param> public static void Wake(CharData ch, string[] str) { if( ch == null ) return; string arg = String.Empty; if (ch.IsAwake()) { ch.SendText("You are already awake.\r\n"); return; } if (str.Length == 0 || String.IsNullOrEmpty(str[0]) || str[0].Equals("me", StringComparison.CurrentCultureIgnoreCase) && ch.CurrentMana > 0) { Stand(ch, str); return; } if (!ch.IsAwake()) { ch.SendText("You are asleep yourself!\r\n"); return; } CharData victim = ch.GetCharRoom(arg); if (victim == null) { ch.SendText("They aren't here.\r\n"); return; } if (victim.IsAwake()) { SocketConnection.Act("$N&n is already awake.", ch, null, victim, SocketConnection.MessageTarget.character); return; } if (victim.IsAffected(Affect.AFFECT_SLEEP)) { SocketConnection.Act("You can't wake $M!", ch, null, victim, SocketConnection.MessageTarget.character); return; } victim.CurrentPosition = Position.resting; SocketConnection.Act("You wake $M.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("$n&n wakes you.", ch, null, victim, SocketConnection.MessageTarget.victim); return; }
static bool SpellupOthers( CharData ch ) { if (ch == null) return false; if (ch.InRoom.HasFlag(RoomTemplate.ROOM_NO_MAGIC)) return false; if( !ch.IsAwake() || ch.Fighting ) return false; if( !ch.CanSpeak() ) return false; CharData victim = null; foreach( CharData ivictim in ch.InRoom.People ) { if (ivictim != ch && CharData.CanSee(ch, ivictim) && MUDMath.NumberBits(1) == 0 && ivictim.IsNPC()) { victim = ivictim; break; } } if( !victim ) return false; if( victim.Hitpoints < ( victim.GetMaxHit() - 10 ) ) { if( CheckDefensive( ch, victim, "full heal", 75 ) ) return true; if( CheckDefensive( ch, victim, "aid", 60 ) ) return true; if( CheckDefensive( ch, victim, "heal", 75 ) ) return true; if( CheckDefensive( ch, victim, "mending", 75 ) ) return true; } if (!victim.IsAffected(Affect.AFFECT_HASTE)) if( CheckDefensive( ch, victim, "haste", 45 ) ) return true; return false; }
/// <summary> /// Checks for block if holding shield. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <returns></returns> static bool CheckShieldBlock( CharData ch, CharData victim ) { if( !victim.HasSkill( "shield block" ) ) return false; if( ch.IsAffected( Affect.AFFECT_DAZZLE ) ) return false; if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining ) return false; Object obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ); if( !obj || ( obj.ItemType != ObjTemplate.ObjectType.shield ) ) { if( !( obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) ) return false; if( obj.ItemType != ObjTemplate.ObjectType.shield ) return false; } if( obj.ItemType != ObjTemplate.ObjectType.shield ) { if( !( obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) ) return false; if( obj.ItemType != ObjTemplate.ObjectType.shield ) return false; } int chance = ch.GetSkillChance("shield block"); victim.PracticeSkill("shield block"); if (MUDMath.NumberPercent() >= ((chance - ch.Level) / 2)) { return false; } switch( MUDMath.NumberRange( 1, 5 ) ) { case 1: SocketConnection.Act( "You block $n&n's attack with your shield.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n blocks your attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "$N&n blocks $n&n's attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; case 2: // If we were really smart we would check to see whether both the shield // and weapon were made of metal before we gave a sparks message... SocketConnection.Act( "&+CS&n&+cp&+Car&n&+ck&+Cs&n fly off your shield as you block $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n defends against your attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "$N&n deflects $n&n's attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; case 3: SocketConnection.Act("You bring up your shield to block $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n brings up %s shield to block your attack.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("$N&n brings up %s shield to blocks $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; case 4: SocketConnection.Act("You knock $n&n's attack aside with your shield.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n knocks your attack aside with $S shield.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("$N&n knocks $n&n's attack aside with $S shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; case 5: SocketConnection.Act("You hear a thud as $n&n's weapon smacks into your shield.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("Your weapon smacks into $N&n's shield with a thud.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("$n&n's weapon smacks into $N&'s shield with a thud.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; default: break; } if( ch.Fighting == null ) SetFighting( ch, victim ); if( victim.Fighting == null ) SetFighting( victim, ch ); return true; }
/// <summary> /// Checks whether the victim is able to dodge the attacker's swing. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <returns></returns> public static bool CheckDodge( CharData ch, CharData victim ) { if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining ) return false; if (ch.IsAffected(Affect.AFFECT_DAZZLE)) return false; if( !victim.HasSkill( "dodge" ) ) return false; int chance = victim.GetSkillChance("dodge"); // Size difference bonus for dodge for halflings - they get 2% dodge // bonus per size difference between them and the attacker. -- Xangis // Drow get a flat 15% bonus. if( victim.GetRace() == Race.RACE_HALFLING ) { if( ch.CurrentSize > victim.CurrentSize ) { chance += 3 * ( ch.CurrentSize - victim.CurrentSize ); } } else if( victim.HasInnate( Race.RACE_GOOD_DODGE ) ) { chance += 8; } else if( victim.HasInnate( Race.RACE_BAD_DODGE ) ) { chance -= 3; } // Bashed mobs/creatures have a hard time dodging if( victim.CurrentPosition < Position.fighting ) { chance -= 25; } // Leap is 16% max at level 50. Considering crappy thri hitpoints it's necessary. if( victim.GetRace() == Race.RACE_THRIKREEN && MUDMath.NumberPercent() <= ( victim.Level / 3 ) ) { SocketConnection.Act( "$N&n leaps over your attack.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "You leap over $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n leaps over $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); return true; } victim.PracticeSkill( "dodge" ); if( MUDMath.NumberPercent() >= chance - ch.Level ) return false; switch( MUDMath.NumberRange( 1, 2 ) ) { case 1: SocketConnection.Act( "$N&n dodges your attack.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "You dodge $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n dodges $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; case 2: SocketConnection.Act( "$N&n sidesteps your attack.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "You narrowly dodge $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n avoids $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; default: break; } if( ch.Fighting == null ) SetFighting( ch, victim ); if( victim.Fighting == null ) SetFighting( victim, ch ); return true; }
/// <summary> /// Checks whether the victim is able to riposte the attacker's swing. Returns false /// if failed, true if successful. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <returns></returns> static bool CheckRiposte( CharData ch, CharData victim ) { if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining ) return false; if( ch.IsAffected( Affect.AFFECT_DAZZLE ) ) return false; if( ch.IsAffected( Affect.AFFECT_BLIND ) ) return false; if( ch.IsAffected(Affect.AFFECT_CASTING ) ) return false; if( !victim.HasSkill( "riposte" ) ) return false; int chance = ch.GetSkillChance("riposte"); if (victim.IsNPC()) { // Mobs more often than not don't have weapons // so they should get bonuses for actually // having them if( Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) ) { chance += 3; } } else { if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) ) { // Have to have a weapon to riposte. If only holding secondary weapon chances are lowered. if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two )) { return false; } chance /= 2; } victim.PracticeSkill( "riposte" ); } if( MUDMath.NumberPercent() >= (( chance - ch.Level ) / 3 ) ) return false; switch( MUDMath.NumberRange(1,3)) { case 1: SocketConnection.Act( "$N&n deflects your blow and strikes back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "You deflect $n&n's attack and strike back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n deflects $n&n's attack and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; case 2: SocketConnection.Act("$N&n knocks your swing aside and strikes back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("You knock $n&n's attack aside and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n knocks $n&n's attack aside and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; case 3: SocketConnection.Act("$N&n blocks your strike and swings back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("You block $n&n's strike aside and swing back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n block $n&n's strike and swings back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; } return true; }
/// <summary> /// Checks whether the victim is able to parry a swing. /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <returns></returns> static bool CheckParry( CharData ch, CharData victim ) { if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining ) return false; if (ch.IsAffected(Affect.AFFECT_DAZZLE)) return false; if( !victim.HasSkill( "parry" ) ) return false; int chance = ch.GetSkillChance("parry"); if (victim.IsNPC()) { // Mobs more often than not don't have weapons // so they should get bonuses for actually // having them if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) ) { if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) chance -= 5; } else chance += 5; } else { // No weapon means no parry. Only secondary weapon means 50% chance to parry. if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) ) { if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) return false; chance /= 2; } victim.PracticeSkill( "parry" ); } if( MUDMath.NumberPercent() >= ( chance - ch.Level ) / 2 ) return false; switch( MUDMath.NumberRange(1,3)) { case 1: SocketConnection.Act( "$N&n skillfully parries your attack.", ch, null, victim, SocketConnection.MessageTarget.character ); SocketConnection.Act( "You parry $n&n's fierce attack.", ch, null, victim, SocketConnection.MessageTarget.victim ); SocketConnection.Act( "$N&n parries $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict ); break; case 2: SocketConnection.Act("$N&n knocks your blow aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("You knock $n&n's clumsy attack aside with your weapon.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n knocks $n&n's attack aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; case 3: SocketConnection.Act("$N&n deflects your attack with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.character); SocketConnection.Act("You deflect $n&n's attack with your weapon.", ch, null, victim, SocketConnection.MessageTarget.victim); SocketConnection.Act("$N&n deflects $n&n's attack aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.room_vict); break; } if( ch.Fighting == null ) SetFighting( ch, victim ); if( victim.Fighting == null ) SetFighting( victim, ch ); return true; }
/// <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> /// 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; }
/// <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; }