public override int OnHit(BaseWeapon weapon, int damage)
{
Mobile owner = this.Parent as Mobile;
if (owner == null)
return damage;
double ar = this.ArmorRating;
double chance = (owner.Skills[SkillName.Parry].Value - (ar * 2.0)) / 100.0;
if (chance < 0.01)
chance = 0.01;
/*
FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) ÷ 200) + 1
FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)
FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield
*/
if (owner.CheckSkill(SkillName.Parry, chance))
{
if (weapon.Skill == SkillName.Archery)
damage -= (int)ar;
else
damage -= (int)(ar / 2.0);
if (damage < 0)
damage = 0;
owner.FixedEffect(0x37B9, 10, 16);
if (25 > Utility.Random(100)) // 25% chance to lower durability
{
int wear = Utility.Random(2);
if (wear > 0 && MaxHitPoints > 0)
{
if (HitPoints >= wear)
{
HitPoints -= wear;
wear = 0;
}
else
{
wear -= HitPoints;
HitPoints = 0;
}
if (wear > 0)
{
if (MaxHitPoints > wear)
{
MaxHitPoints -= wear;
if (Parent is Mobile)
((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
}
else
{
Delete();
}
}
}
}
}
return damage;
}
}