public static void HandleInjury(Creature attacker, Creature target, float damage)
{
if (attacker == null || target == null || damage == 0)
return;
var rnd = RandomProvider.Get();
var min = attacker.InjuryMin;
var max = Math.Max(min, attacker.InjuryMax);
// G1 Seal Scroll = 100% for 60s
if (attacker.Conditions.Has(ConditionsA.Blessed))
{
min = 100;
max = 100;
}
if (max == 0)
return;
var rndInjure = rnd.Next(min, max + 1);
if (rndInjure == 0)
return;
var injure = damage * (rndInjure / 100f);
target.Injuries += injure;
}
}