TotalExp = (double)(2000 * hitDiff);
TotalExp = (double)(TotalExp * CombatExpRate);
addSkillXP((int)(TotalExp), playerAttack);
}
else if (FightType == 2) // Agressive
{
TotalExp = (double)(2000 * hitDiff);
TotalExp = (double)(TotalExp * CombatExpRate);
addSkillXP((int)(TotalExp), playerStrength);
}
else if (FightType == 4) // Defensive
{
TotalExp = (double)(2000 * hitDiff);
TotalExp = (double)(TotalExp * CombatExpRate);
addSkillXP((int)(TotalExp), playerDefence);
}
else if (FightType == 3) // Controlled
{
TotalExp = (double)(1000 * hitDiff);
TotalExp = (double)(TotalExp * CombatExpRate);
addSkillXP((int)(TotalExp), playerStrength);
}
TotalExp = (double)(1000 * hitDiff);
TotalExp = (double)(TotalExp * CombatExpRate);
addSkillXP((int)(TotalExp), playerHitpoints);
actionTimer = 7;
server.npcHandler.npcs[attacknpc].animNumber = server.npcHandler.GetNPCBlockAnim(server.npcHandler.npcs[attacknpc].npcType);
}