Exemplo n.º 1
0
        // Taken from BaseWeapon.cs
        // TODO: Make static function to use everywhere
        public static bool CheckHitChance(Mobile attacker, Mobile defender)
        {
//			BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            BaseWeapon defWeapon = defender.Weapon as BaseWeapon;

            Skill atkSkill = attacker.Skills[SkillName.Ninjitsu];
            Skill defSkill = defender.Skills[defWeapon.Skill];

            double atkValue = atkSkill.Value;
            double defValue = defWeapon.GetDefendSkillValue(attacker, defender);

            //attacker.CheckSkill( atkSkill.SkillName, defValue - 20.0, 120.0 );
            //defender.CheckSkill( defSkill.SkillName, atkValue - 20.0, 120.0 );

            double ourValue, theirValue;

            int bonus = 0;

            if (Core.AOS)
            {
                if (atkValue <= -20.0)
                {
                    atkValue = -19.9;
                }

                if (defValue <= -20.0)
                {
                    defValue = -19.9;
                }

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
                if (atkChance > 45)
                {
                    atkChance = 45;
                }

                bonus += atkChance;

                if (attacker.BodyMod == 0xF6 || attacker.BodyMod == 0x19)
                {
                    bonus += (int)(attacker.Skills[SkillName.Ninjitsu].Value * 0.1);
                }                 // TODO: verify

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                {
                    bonus += 10;
                }                 // attacker gets 10% bonus when they're under divine fury

                if (HitLower.IsUnderAttackEffect(attacker))
                {
                    bonus -= 25;
                }                 // Under Hit Lower Attack effect -> 25% malus

                if (LightningStrike.UnderEffect(attacker))
                {
                    bonus = 45;
                }

                ourValue = (atkValue + 20.0) * (100 + bonus);

                // Defense Chance Increase = 45%
                bonus = AosAttributes.GetValue(defender, AosAttribute.DefendChance);
                if (bonus > 45)
                {
                    bonus = 45;
                }

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender))
                {
                    bonus -= 20;
                }                 // defender loses 20% bonus when they're under divine fury

                if (HitLower.IsUnderDefenseEffect(defender))
                {
                    bonus -= 25;
                }                 // Under Hit Lower Defense effect -> 25% malus


                if (BaseWeapon.UnderSurprise(defender))
                {
                    bonus -= 20;
                }                 // TODO: verify


                if (Feint.UnderEffect(defender) && defender.Combatant != null && defender.Combatant == attacker)
                {
                    int chf = Utility.Random(10, 15);

                    bonus += (int)((chf / 100.0) * bonus);
                }

                if (Block.UnderEffect(defender))
                {
                    int chb = Utility.Random(10, 15);

                    bonus += (int)((chb / 100.0) * bonus);
                }

                double discordanceScalar = 0.0;

                if (SkillHandlers.Discordance.GetScalar(attacker, ref discordanceScalar))
                {
                    bonus += (int)(discordanceScalar * 100);
                }

                theirValue = (defValue + 20.0) * (100 + bonus);

                bonus = 0;
            }
            else
            {
                if (atkValue <= -50.0)
                {
                    atkValue = -49.9;
                }

                if (defValue <= -50.0)
                {
                    defValue = -49.9;
                }

                ourValue   = (atkValue + 50.0);
                theirValue = (defValue + 50.0);
            }

            double chance = ourValue / (theirValue * 2.0);

            chance *= 1.0 + ((double)bonus / 100);

            if (Core.AOS && chance < 0.02)
            {
                chance = 0.02;
            }

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

            if (ability != null)
            {
                chance *= ability.AccuracyScalar;
            }

            return(attacker.CheckSkill(atkSkill.SkillName, chance));

            //return ( chance >= Utility.RandomDouble() );
        }
        public override bool CheckCast()
        {
            if (!base.CheckCast())
            {
                return(false);
            }

            if (!SamuraiSpell.CheckExpansion(Caster))
            {
                Caster.SendLocalizedMessage(1063456);                   // You must upgrade to Samurai Empire in order to use that ability.

                return(false);
            }

            if (Caster.Skills[SkillName.Ninjitsu].Value < RequiredSkill)
            {
                string args = String.Format("{0}\t{1}\t ", RequiredSkill.ToString("F1"), CastSkill.ToString());
                Caster.SendLocalizedMessage(1063013, args);                   // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
                return(false);
            }
            else if (Caster.Mana < ScaleMana(RequiredMana))
            {
                Caster.SendLocalizedMessage(1060174, RequiredMana.ToString());                   // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
                return(false);
            }

            if (FocusAttack.UnderEffect(Caster) || DeathStrike.UnderEffect(Caster) || SurpriseAttack.UnderEffect(Caster) || Backstab.UnderEffect(Caster) || KiAttack.UnderEffect(Caster))
            {
                return(true);
            }

            if (AnimalForm.UnderEffect(Caster))
            {
                if (this is FocusAttack || this is DeathStrike || this is KiAttack || this is SurpriseAttack || this is Backstab)
                {
                    Caster.SendLocalizedMessage(1063024);                       // You cannot perform this special move right now.

                    return(false);
                }
            }

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(Caster);

            if (ability != null)
            {
                WeaponAbility.ClearCurrentAbility(Caster);
            }

            if (HonorableExecution.UnderEffect(Caster))
            {
                Caster.Send(new SetNewSpell(0x91, 0));

                HonorableExecution.m_Table.Remove(Caster);
            }

            if (LightningStrike.UnderEffect(Caster))
            {
                Caster.Send(new SetNewSpell(0x95, 0));

                LightningStrike.m_Table.Remove(Caster);
            }

            if (MomentumStrike.UnderEffect(Caster))
            {
                Caster.Send(new SetNewSpell(0x96, 0));

                MomentumStrike.m_Table.Remove(Caster);
            }

            return(true);
        }
        public static bool SetCurrentAbility(Mobile m, WeaponAbility a)
        {
            if (!Core.AOS)
            {
                ClearCurrentAbility(m);
                return(false);
            }

            if (!IsWeaponAbility(m, a))
            {
                ClearCurrentAbility(m);
                return(false);
            }

            if (a != null && !a.Validate(m))
            {
                ClearCurrentAbility(m);
                return(false);
            }

            if (a == null)
            {
                m_Table.Remove(m);
            }
            else
            {
                m_Table[m] = a;
            }

            m.CanReveal = true;

            if (HonorableExecution.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0x91, 0));

                HonorableExecution.m_Table.Remove(m);
            }

            if (LightningStrike.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0x95, 0));

                LightningStrike.m_Table.Remove(m);
            }

            if (MomentumStrike.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0x96, 0));

                MomentumStrike.m_Table.Remove(m);
            }

            if (FocusAttack.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0xF5, 0));

                FocusAttack.m_Table.Remove(m);

                BaseWeapon weapon = m.Weapon as BaseWeapon;

                if (weapon != null)
                {
                    FocusAttack.RemoveBonus(weapon);
                }
            }

            if (DeathStrike.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0xF6, 0));

                DeathStrike.m_Table.Remove(m);
            }

            if (KiAttack.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0xF8, 0));

                KiAttack.m_Table.Remove(m);
            }

            if (SurpriseAttack.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0xF9, 0));

                SurpriseAttack.m_Table.Remove(m);
            }

            if (Backstab.UnderEffect(m))
            {
                m.Send(new SetNewSpell(0xFA, 0));

                Backstab.m_Table.Remove(m);
            }

            return(true);
        }