public virtual int AbsorbDamage( Mobile attacker, Mobile defender, int damage )
{
BaseShield shield = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseShield;
if ( shield != null )
damage = shield.OnHit( this, damage );
double chance = Utility.RandomDouble();
Item armorItem;
if( chance < 0.07 )
armorItem = defender.NeckArmor;
else if( chance < 0.14 )
armorItem = defender.HandArmor;
else if( chance < 0.28 )
armorItem = defender.ArmsArmor;
else if( chance < 0.43 )
armorItem = defender.HeadArmor;
else if( chance < 0.65 )
armorItem = defender.LegsArmor;
else
armorItem = defender.ChestArmor;
IWearableDurability armor = armorItem as IWearableDurability;
if ( armor != null )
damage = armor.OnHit( this, damage );
int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;
if ( virtualArmor > 0 )
{
double scalar;
if ( chance < 0.14 )
scalar = 0.07;
else if ( chance < 0.28 )
scalar = 0.14;
else if ( chance < 0.43 )
scalar = 0.15;
else if ( chance < 0.65 )
scalar = 0.22;
else
scalar = 0.35;
int from = (int)(virtualArmor * scalar) / 2;
int to = (int)(virtualArmor * scalar);
damage -= Utility.Random( from, (to - from) + 1 );
}
return damage;
}