// note that this method will be called when attached to either a mobile or a weapon // when attached to a weapon, only that weapon will do additional damage // when attached to a mobile, any weapon the mobile wields will do additional damage public override void OnWeaponHit(Mobile attacker, Mobile defender, BaseWeapon weapon, int damageGiven) { if (m_Chance <= 0 || Utility.Random(100) > m_Chance) { return; } if (defender != null && attacker != null && m_EnemyType != XmlMobFactions.GroupTypes.End_Unused) { // check to the owner's faction levels ArrayList list = XmlAttach.FindAttachments(XmlAttach.MobileAttachments, attacker, typeof(XmlMobFactions), "Standard"); if (list != null && list.Count > 0) { XmlMobFactions x = list[0] as XmlMobFactions; double increase = 0; // go through all of the factions the defender might belong to ArrayList glist = XmlMobFactions.FindGroups(defender); if (glist != null && glist.Count > 0) { foreach (XmlMobFactions.GroupTypes targetgroup in glist) { // found the group that matches the enemy type for this attachment if (targetgroup == m_EnemyType) { // get the percent damage increase based upon total faction level of opponent groups int totalfac = 0; // get the target enemy group XmlMobFactions.Group g = XmlMobFactions.FindGroup(m_EnemyType); if (g.Opponents != null) { // go through all of the opponents of this group for (int i = 0; i < g.Opponents.Length; i++) { // and sum the faction levels try{ totalfac += (int)(x.GetFactionLevel(g.Opponents[i].GroupType) * g.OpponentGain[i]); } catch {} } } // what is the damage increase based upon the total opponent faction level increase = (double)ComputeIncrease(totalfac) / 100.0; break; } } } if (increase > 0) { // apply the additional damage if any defender.Damage((int)(damageGiven * increase), attacker); } } } }