I have this idea to take out magic resist from the game and make AR be the deciding factor in the damage you receive from magic. I haven't started fiddling with this just want to get some insight before I dive head first into this tweak.
if ( Core.AOS )
{
damage = GetNewAosDamage( 19, 1, 5, m );
}
else
{
damage = Utility.Random( 10, 7 );
if ( CheckResisted( m ) )
{
damage *= 0.75;
m.SendLocalizedMessage( 501783 ); // You feel yourself resisting magical energy.
}
damage *= GetDamageScalar( m );
}
//if ( CheckResisted( m ) )
//{
// damage *= 0.75;
m.SendLocalizedMessage( 501783 ); // You feel yourself resisting magical energy.
}
damage *= GetDamageScalar( m );
public virtual double GetDamageScalar(Mobile target)
{
double scalar = 1.0;
if (target == null)
return scalar;
if (!Core.AOS) //EvalInt stuff for AoS is handled elsewhere
{
double casterEI = m_Caster.Skills[DamageSkill].Value;
double targetRS = target.Skills[SkillName.MagicResist].Value;
/*
if( Core.AOS )
targetRS = 0;
*/
//m_Caster.CheckSkill( DamageSkill, 0.0, 120.0 );
var virtualArmor = defender.ArmorRating;
if (!Core.AOS) //EvalInt stuff for AoS is handled elsewhere
{
double casterEI = m_Caster.Skills[DamageSkill].Value;
double targetRS = target.ArmorRating;
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