public void OnImpact(NWPlayer player, NWObject target, int level, int spellFeatID) { float length; int damage; switch (level) { case 1: damage = RandomService.D4(1); length = 3; break; case 2: damage = RandomService.D4(1); length = 6; break; case 3: damage = RandomService.D6(1); length = 6; break; case 4: damage = RandomService.D8(1); length = 6; break; case 5: damage = RandomService.D8(1); length = 9; break; default: return; } SkillService.RegisterPCToNPCForSkill(player, target, SkillType.ForceCombat); // Resistance affects length for this perk. ForceResistanceResult resistance = CombatService.CalculateResistanceRating(player, target.Object, ForceAbilityType.Mind); length = length * resistance.Amount; if (length <= 0.0f || resistance.Type != ResistanceType.Zero) { player.SendMessage("Your Force Push effect was resisted."); return; } var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(player); int luck = PerkService.GetPCPerkLevel(player, PerkType.Lucky) + effectiveStats.Luck; if (RandomService.Random(100) + 1 <= luck) { length = length * 2; player.SendMessage("Lucky force push!"); } _.PlaySound("v_imp_frcpush"); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectDamage(damage, DAMAGE_TYPE_POSITIVE), target); _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectKnockdown(), target, length); CombatService.AddTemporaryForceDefense(target.Object, ForceAbilityType.Light); }