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Jan 17th, 2017
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  1. public static double getDiceDaggerDamage(L1PcInstance attacker,
  2. L1Character target, L1ItemInstance weapon) {
  3. double damage = 0;
  4. if (DiceDaggerChance >= _random.nextInt(100) + 1) {
  5. damage = target.getCurrentHp() * 2 / 3;
  6. if (target.hasSkillEffect(ILLUSION_AVATAR)) {
  7. damage /= 1.2; // Dirty fix. This will counter the 20% extra dmg added later
  8. }
  9. if (target.getCurrentHp() - damage < 0) {
  10. damage = 0;
  11. }
  12. attacker.sendPackets(new S_ServerMessage(158, weapon.getLogName()));
  13. attacker.getInventory().removeItem(weapon, 1);
  14. }
  15. return damage;
  16. }
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