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Firehorn

Looks like intended instead:
Code:
            int sulfAsh = Core.AOS ? 4 : 15;
            from.Backpack.ConsumeUpTo( typeof( SulfurousAsh ), sulfAsh );
 
            from.PlaySound( 0x15F );
            Effects.SendPacket( from, from.Map, new HuedEffect( EffectType.Moving, from.Serial, Serial.Zero, 0x36D4, from.Location, loc, 5, 0, false, true, 0, 0 ) );
 
            ArrayList targets = new ArrayList();
           bool playerVsPlayer = false;

and there were also some calculations for PvP damage (which is less than PvM damage):

Code:
[COLOR=#ffffff][FONT=Consolas]                if ( Core.AOS )
                {
                    int musicScaled = music + Math.Max( 0, music - 900 ) * 2;
                    int provScaled = prov + Math.Max( 0, prov - 900 ) * 2;
                    int discScaled = disc + Math.Max( 0, disc - 900 ) * 2;
                    int peaceScaled = peace + Math.Max( 0, peace - 900 ) * 2;
 
                    int weightAvg = ( musicScaled + provScaled * 3 + discScaled * 3 + peaceScaled ) / 80;
 
                    int [B]avgDamage[/B];
                    if ( playerVsPlayer )[/B]
                        avgDamage = weightAvg / 3;[/B]
                    else
                        avgDamage = weightAvg / 2;
 
                  minDamage = ( avgDamage * 9 ) / 10;[/B]
                    maxDamage = ( avgDamage * 10 ) / 9;[/B]
                }
                else
                {
                    int total = prov + disc / 5 + peace / 5;
 
                  if ( playerVsPlayer )[/B]
                        total /= 3;[/B]
 
                    maxDamage = ( total * 2 ) / 30;[/B]
                    minDamage = ( maxDamage * 7 ) / 10;
                }
 
                double damage = Utility.RandomMinMax( minDamage, maxDamage );
 
                if ( Core.AOS && targets.Count > 1 )
                    damage = (damage * 2) / targets.Count;
                else if ( !Core.AOS )
                    damage /= targets.Count;
 
                for ( int i = 0; i < targets.Count; ++i )
                {
                    Mobile m = (Mobile)targets[i];
 
                    double toDeal = damage;
 
                    if ( !Core.AOS && m.CheckSkill( SkillName.MagicResist, 0.0, 120.0 ) )
                    {
                        toDeal *= 0.5;
                        m.SendLocalizedMessage( 501783 ); [I]//[/I][I] [/I][I]You[/I][I] [/I][I]feel[/I][I] [/I][I]yourself[/I][I] [/I][I]resisting[/I][I] [/I][I]magical[/I][I] [/I][I]energy[/I][I].[/I]
                    }
 
                    from.DoHarmful( m );
                    SpellHelper.Damage( TimeSpan.Zero, m, from, toDeal, 0, 100, 0, 0, 0 );
 
                    Effects.SendTargetEffect( m, 0x3709, 10, 30 );
                }[/FONT][/COLOR]


So, how is in OSI?
 
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