/// <summary>
/// NPC hits another NPC
/// </summary>
/// <param name="targetNPC">Target NP.</param>
/// <param name="originNPC">Origin NP.</param>
public static void NPC_Hits_NPC(NPC targetNPC, NPC originNPC)
{
int Defence = targetNPC.GetDefence();
int Attack = originNPC.GetAttack();
int toHit = Mathf.Max(Defence - Attack, 1);
int roll = Random.Range(-1, 31);
int BaseDamage = Random.Range(1, originNPC.GetDamage() + 1);
if (((roll >= toHit) || (roll >= 30)) && (roll > -1))
{
targetNPC.ApplyAttack((short)BaseDamage, originNPC.gameObject);
Impact.SpawnHitImpact(Impact.ImpactBlood(), targetNPC.GetImpactPoint(), targetNPC.objInt().GetHitFrameStart(), targetNPC.objInt().GetHitFrameEnd());
if (ObjectInteraction.PlaySoundEffects)
{
originNPC.objInt().aud.clip = GameWorldController.instance.getMus().SoundEffects[MusicController.SOUND_EFFECT_MELEE_HIT_1];
originNPC.objInt().aud.Play();
}
}
}