307 lines
10 KiB
C#
307 lines
10 KiB
C#
using System;
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using Server.Network;
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namespace Server.Items
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{
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public class BaseShield : BaseArmor
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{
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public BaseShield(int itemID)
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: base(itemID)
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{
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}
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public BaseShield(Serial serial)
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: base(serial)
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{
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}
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public override ArmorMaterialType MaterialType
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{
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get
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{
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return ArmorMaterialType.Plate;
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}
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}
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public override double ArmorRating
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{
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get
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{
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Mobile m = Parent as Mobile;
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double ar = base.ArmorRating;
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if (m != null)
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return ((m.Skills[SkillName.Parry].Value * ar) / 200.0) + 1.0;
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else
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return ar;
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}
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}
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public int LastParryChance { get; set; }
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1);//version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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if (version < 1)
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{
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if (this is Aegis)
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return;
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// The 15 bonus points to resistances are not applied to shields on OSI.
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PhysicalBonus = 0;
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FireBonus = 0;
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ColdBonus = 0;
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PoisonBonus = 0;
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EnergyBonus = 0;
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}
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}
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public override void AddNameProperties(ObjectPropertyList list)
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{
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base.AddNameProperties(list);
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if (Core.EJ && LastParryChance > 0)
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{
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list.Add(1158861, LastParryChance.ToString()); // Last Parry Chance: ~1_val~%
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}
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}
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public override void OnRemoved(object parent)
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{
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LastParryChance = 0;
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base.OnRemoved(parent);
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}
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public override int OnHit(BaseWeapon weapon, int damage)
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{
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if (Core.AOS)
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{
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if (ArmorAttributes.SelfRepair > Utility.Random(10))
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{
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HitPoints += 2;
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}
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else
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{
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double halfArmor = ArmorRating / 2.0;
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int absorbed = (int)(halfArmor + (halfArmor * Utility.RandomDouble()));
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if (absorbed < 2)
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absorbed = 2;
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int wear;
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if (weapon.Type == WeaponType.Bashing)
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wear = (absorbed / 2);
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else
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wear = Utility.Random(2);
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if (wear > 0 && MaxHitPoints > 0)
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{
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if (HitPoints >= wear)
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{
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HitPoints -= wear;
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wear = 0;
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}
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else
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{
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wear -= HitPoints;
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HitPoints = 0;
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}
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if (wear > 0)
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{
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if (MaxHitPoints > wear)
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{
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MaxHitPoints -= wear;
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if (Parent is Mobile)
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((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
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}
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else
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{
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Delete();
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}
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}
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}
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}
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return 0;
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}
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else
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{
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Mobile owner = Parent as Mobile;
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if (owner == null)
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return damage;
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double ar = ArmorRating;
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double chance = (owner.Skills[SkillName.Parry].Value - (ar * 2.0)) / 100.0;
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if (chance < 0.01)
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chance = 0.01;
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/*
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FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) / 200) + 1
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FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)
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FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield
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*/
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if (owner.CheckSkill(SkillName.Parry, chance))
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{
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if (weapon.Skill == SkillName.Archery)
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damage -= (int)ar;
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else
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damage -= (int)(ar / 2.0);
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if (damage < 0)
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damage = 0;
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owner.FixedEffect(0x37B9, 10, 16);
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if (25 > Utility.Random(100)) // 25% chance to lower durability
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{
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int wear = Utility.Random(2);
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if (wear > 0 && MaxHitPoints > 0)
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{
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if (HitPoints >= wear)
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{
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HitPoints -= wear;
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wear = 0;
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}
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else
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{
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wear -= HitPoints;
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HitPoints = 0;
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}
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if (wear > 0)
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{
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if (MaxHitPoints > wear)
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{
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MaxHitPoints -= wear;
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if (Parent is Mobile)
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((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
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}
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else
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{
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Delete();
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}
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}
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}
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}
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}
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return damage;
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}
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}
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public override int GetLuckBonus()
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{
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if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
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{
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return base.GetLuckBonus();
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}
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else
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{
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CraftAttributeInfo attrInfo = GetResourceAttrs(Resource);
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if (attrInfo == null)
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return 0;
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return attrInfo.ShieldLuck;
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}
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}
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public override void DistributeExceptionalBonuses(Mobile from, int amount)
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{
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}
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public override void DistributeMaterialBonus(CraftAttributeInfo attrInfo)
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{
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if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
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{
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base.DistributeMaterialBonus(attrInfo);
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}
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else
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{
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if (Resource != CraftResource.Heartwood)
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{
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Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling;
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ArmorAttributes.LowerStatReq += attrInfo.ShieldLowerRequirements;
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Attributes.RegenHits += attrInfo.ShieldRegenHits;
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}
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else
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{
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switch (Utility.Random(7))
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{
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case 0: Attributes.BonusDex += attrInfo.ShieldBonusDex; break;
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case 1: Attributes.BonusStr += attrInfo.ShieldBonusStr; break;
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case 2: PhysicalBonus += attrInfo.ShieldPhysicalRandom; break;
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case 3: Attributes.ReflectPhysical += attrInfo.ShieldReflectPhys; break;
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case 4: ArmorAttributes.SelfRepair += attrInfo.ShieldSelfRepair; break;
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case 5: ColdBonus += attrInfo.ShieldColdRandom; break;
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case 6: Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling; break;
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}
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}
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}
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}
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protected override void ApplyResourceResistances(CraftResource oldResource)
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{
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if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
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{
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base.ApplyResourceResistances(oldResource);
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}
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else
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{
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CraftAttributeInfo info;
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if (oldResource > CraftResource.None)
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{
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info = GetResourceAttrs(oldResource);
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// Remove old bonus
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PhysicalBonus = Math.Max(0, PhysicalBonus - info.ShieldPhysicalResist);
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FireBonus = Math.Max(0, FireBonus - info.ShieldFireResist);
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ColdBonus = Math.Max(0, ColdBonus - info.ShieldColdResist);
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PoisonBonus = Math.Max(0, PoisonBonus - info.ShieldPoisonResist);
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EnergyBonus = Math.Max(0, EnergyBonus - info.ShieldEnergyResist);
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PhysNonImbuing = Math.Max(0, PhysNonImbuing - info.ShieldPhysicalResist);
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FireNonImbuing = Math.Max(0, FireNonImbuing - info.ShieldFireResist);
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ColdNonImbuing = Math.Max(0, ColdNonImbuing - info.ShieldColdResist);
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PoisonNonImbuing = Math.Max(0, PoisonNonImbuing - info.ShieldPoisonResist);
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EnergyNonImbuing = Math.Max(0, EnergyNonImbuing - info.ShieldEnergyResist);
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}
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info = GetResourceAttrs(Resource);
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// add new bonus
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PhysicalBonus += info.ShieldPhysicalResist;
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FireBonus += info.ShieldFireResist;
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ColdBonus += info.ShieldColdResist;
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PoisonBonus += info.ShieldPoisonResist;
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EnergyBonus += info.ShieldEnergyResist;
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PhysNonImbuing += info.ShieldPhysicalResist;
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FireNonImbuing += info.ShieldFireResist;
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ColdNonImbuing += info.ShieldColdResist;
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PoisonNonImbuing += info.ShieldPoisonResist;
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EnergyNonImbuing += info.ShieldEnergyResist;
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}
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}
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}
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}
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