using System; using Server.Items; using System.Linq; namespace Server { public enum SetItem { None, Acolyte, Assassin, Darkwood, Grizzle, Hunter, Juggernaut, Mage, Marksman, Myrmidon, Necromancer, Paladin, Virtue, Luck, Knights, Scout, Sorcerer, Initiation, Fisherman, Luck2, Bestial, Virtuoso, Aloron, Darden } public interface ISetItem { SetItem SetID { get; } int Pieces { get; } bool BardMasteryBonus { get; } int SetHue { get; set; } bool IsSetItem { get; } bool SetEquipped { get; set; } bool LastEquipped { get; set; } AosAttributes SetAttributes { get; } AosSkillBonuses SetSkillBonuses { get; } int SetPhysicalBonus { get; } int SetFireBonus { get; } int SetColdBonus { get; } int SetPoisonBonus { get; } int SetEnergyBonus { get; } int SetResistBonus(ResistanceType type); } public static class SetHelper { public static void GetSetProperties(ObjectPropertyList list, ISetItem setItem) { AosAttributes attrs; if (setItem is BaseWeapon) attrs = ((BaseWeapon)setItem).Attributes; else if (setItem is BaseArmor) attrs = ((BaseArmor)setItem).Attributes; else if (setItem is BaseClothing) attrs = ((BaseClothing)setItem).Attributes; else if (setItem is BaseQuiver) attrs = ((BaseQuiver)setItem).Attributes; else if (setItem is BaseJewel) attrs = ((BaseJewel)setItem).Attributes; else attrs = new AosAttributes(setItem as Item); bool full = setItem.SetEquipped; int pieces = setItem.Pieces; bool beserk = setItem.SetID == SetItem.Bestial; bool bardmasterybonus = setItem.BardMasteryBonus; int prop; if (setItem is IFishingAttire) { IFishingAttire attire = (IFishingAttire)setItem; if (setItem.SetEquipped && attire.SetBonus > 0) list.Add(1151573, attire.SetBonus.ToString()); //Fish Bait Strength +~1_VAL~% (total) else if (((IFishingAttire)setItem).BaitBonus > 0) list.Add(1151572, attire.BaitBonus.ToString()); //Fish Bait Strength +~1_VAL~% } if (beserk) list.Add(1151542, "5");// Berserk ~1_VAL~ (total) if (setItem.BardMasteryBonus) list.Add(1151571); //Mastery Bonus Cooldown: 15 min. if ((prop = setItem.SetAttributes.RegenHits) != 0) list.Add(full ? 1080244 : 1154369, (full ? prop + (attrs.RegenHits * pieces) : prop).ToString()); // hit point regeneration ~1_val~ (total) /*if ( (prop = setItem.SetAttributes.RegenStam) != 0 ) list.Add(full ? 1154365 : 1154370, (full ? prop + (attrs.ReganStam * pieces) : prop).ToString()); // stamina regeneration ~1_val~ (total)*/ if ((prop = setItem.SetAttributes.RegenMana) != 0) list.Add(full ? 1080245 : 1080250, (full ? prop + (attrs.RegenMana * pieces) : prop).ToString()); // mana regeneration ~1_val~ (total) if ((prop = setItem.SetAttributes.DefendChance) != 0) list.Add(full ? 1073493 : 1060408, (full ? prop + (attrs.DefendChance * pieces) : prop).ToString()); // defense chance increase ~1_val~% (total) if ((prop = setItem.SetAttributes.AttackChance) != 0) list.Add(full ? 1073490 : 1154366, (full ? prop + (attrs.AttackChance * pieces) : prop).ToString()); // hit chance increase ~1_val~% (total) if ((prop = setItem.SetAttributes.BonusStr) != 0) list.Add(full ? 1072514 : 1060485, (full ? prop + (attrs.BonusStr * pieces) : prop).ToString()); // strength bonus ~1_val~ (total) if ((prop = setItem.SetAttributes.BonusDex) != 0) list.Add(full ? 1072503 : 1080447, (full ? prop + (attrs.BonusDex * pieces) : prop).ToString());// dexterity bonus ~1_val~ (total) if ((prop = setItem.SetAttributes.BonusInt) != 0) list.Add(full ? 1072381 : 1080439, (full ? prop + (attrs.BonusInt * pieces) : prop).ToString());// intelligence bonus ~1_val~ (total) if ((prop = setItem.SetAttributes.BonusHits) != 0) list.Add(full ? 1080360 : 1080358, (full ? prop + (attrs.BonusHits * pieces) : prop).ToString());// hit point increase ~1_val~ (total) if ((prop = setItem.SetAttributes.BonusStam) != 0) list.Add(full ? 1060484 : 1060484, (full ? prop + (attrs.BonusStam * pieces) : prop).ToString()); // stamina increase ~1_val~ (total) if ((prop = setItem.SetAttributes.BonusMana) != 0) list.Add(full ? 1060439 : 1060439, (full ? prop + (attrs.BonusMana * pieces) : prop).ToString()); // mana increase ~1_val~ (total) if ((prop = setItem.SetAttributes.WeaponDamage) != 0) list.Add(full ? 1151216 : 1154367, (full ? prop + (attrs.WeaponDamage * pieces) : prop).ToString()); // damage increase ~1_val~% (total) if ((prop = setItem.SetAttributes.WeaponSpeed) != 0) list.Add(full ? 1074323 : 1154368, (full ? prop + (attrs.WeaponSpeed * pieces) : prop).ToString()); // swing speed increase ~1_val~% (total) if ((prop = setItem.SetAttributes.SpellDamage) != 0) list.Add(full ? 1072380 : 1060483, (full ? prop + (attrs.SpellDamage * pieces) : prop).ToString()); // spell damage increase ~1_val~% (total) if ((prop = setItem.SetAttributes.CastRecovery) != 0) list.Add(full ? 1080242 : 1080248, (full ? prop + (attrs.CastRecovery * pieces) : prop).ToString()); // faster cast recovery ~1_val~ (total) if ((prop = setItem.SetAttributes.CastSpeed) != 0) list.Add(full ? 1080243 : 1080247, (full ? prop + (attrs.CastSpeed * pieces) : prop).ToString()); // faster casting ~1_val~ (total) if ((prop = setItem.SetAttributes.LowerManaCost) != 0) list.Add(full ? 1073488 : 1060433, (full ? prop + (attrs.LowerManaCost * pieces) : prop).ToString());// lower mana cost ~1_val~% (total) if ((prop = setItem.SetAttributes.LowerRegCost) != 0) list.Add(full ? 1080441 : 1080440, (full ? prop + (attrs.LowerRegCost * pieces) : prop).ToString()); // lower reagent cost ~1_val~% (total) if ((prop = setItem.SetAttributes.ReflectPhysical) != 0) list.Add(full ? 1072513 : 1060442, (prop + attrs.ReflectPhysical).ToString()); // reflect physical damage ~1_val~% (total) /*if ( (prop = setItem.SetAttributes.EnhancePotions) != 0 ) list.Add( , (full ? prop + (attrs.EnhancePotions * pieces) : prop).ToString()); enhance potions ~1_val~% (total)*/ if ((prop = setItem.SetAttributes.Luck) != 0) list.Add(full ? 1073489 : 1080246, (full ? prop + (attrs.Luck * pieces) : prop).ToString()); // luck ~1_val~% (total) if (!setItem.SetEquipped && setItem.SetAttributes.NightSight != 0) list.Add(1060441); // night sight if (setItem.SetSkillBonuses.Skill_1_Value != 0) list.Add(1072502, "{0}\t{1}", "#" + (1044060 + (int)setItem.SetSkillBonuses.Skill_1_Name), setItem.SetSkillBonuses.Skill_1_Value); // ~1_skill~ ~2_val~ (total) } public static void RemoveSetBonus(Mobile from, SetItem setID, Item item) { bool self = false; for (int i = 0; i < from.Items.Count; i++) { if (from.Items[i] == item) self = true; Remove(from, setID, from.Items[i]); } if (!self) Remove(from, setID, item); from.UpdateResistances(); } public static void Remove(Mobile from, SetItem setID, Item item) { if (item is ISetItem) { ISetItem setItem = (ISetItem)item; if (setItem.IsSetItem && setItem.SetID == setID) { if (setItem.LastEquipped) { if (from != null) RemoveStatBonuses(from, item); setItem.SetSkillBonuses.Remove(); } if (setID != SetItem.Bestial) { int temp = item.Hue; item.Hue = setItem.SetHue; setItem.SetHue = temp; } setItem.SetEquipped = false; setItem.LastEquipped = false; item.InvalidateProperties(); } } } public static void AddSetBonus(Mobile to, SetItem setID) { int temp; for (int i = 0; i < to.Items.Count; i++) { if (to.Items[i] is ISetItem) { ISetItem setItem = (ISetItem)to.Items[i]; if (setItem.IsSetItem && setItem.SetID == setID) { if (setItem.LastEquipped) { AddStatBonuses(to, to.Items[i], setItem.SetAttributes.BonusStr, setItem.SetAttributes.BonusDex, setItem.SetAttributes.BonusInt); setItem.SetSkillBonuses.AddTo(to); } if (setID != SetItem.Bestial) { temp = to.Items[i].Hue; to.Items[i].Hue = setItem.SetHue; setItem.SetHue = temp; } setItem.SetEquipped = true; Timer.DelayCall(item => item.InvalidateProperties(), to.Items[i]); } } } to.UpdateResistances(); Effects.PlaySound(to.Location, to.Map, 0x1F7); to.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist); to.SendLocalizedMessage(1072391); // The magic of your armor combines to assist you! } public static bool FullSetEquipped(Mobile from, SetItem setID, int pieces) { int equipped = 0; for (int i = 0; i < from.Items.Count && equipped < pieces; i++) { if (from.Items[i] is ISetItem) { ISetItem setItem = (ISetItem)from.Items[i]; if (setItem.IsSetItem && setItem.SetID == setID) equipped += 1; } } if (equipped == pieces) return true; return false; } public static void RemoveStatBonuses(Mobile from, Item item) { string modName = item.Serial.ToString(); from.RemoveStatMod(modName + "SetStr"); from.RemoveStatMod(modName + "SetDex"); from.RemoveStatMod(modName + "SetInt"); from.Delta(MobileDelta.Armor); from.CheckStatTimers(); } public static void AddStatBonuses(Mobile to, Item item, int str, int dex, int intel) { if ((str != 0 || dex != 0 || intel != 0)) { string modName = item.Serial.ToString(); if (str != 0) to.AddStatMod(new StatMod(StatType.Str, modName + "SetStr", str, TimeSpan.Zero)); if (dex != 0) to.AddStatMod(new StatMod(StatType.Dex, modName + "SetDex", dex, TimeSpan.Zero)); if (intel != 0) to.AddStatMod(new StatMod(StatType.Int, modName + "SetInt", intel, TimeSpan.Zero)); } to.CheckStatTimers(); } public static bool SetCraftedWith(Mobile from, ISetItem setItem, CraftResource resource) { int count = 0; for (int i = 0; i < from.Items.Count && count < setItem.Pieces; i++) { if (from.Items[i] is BaseArmor) { BaseArmor armor = (BaseArmor)from.Items[i]; if (armor.IsSetItem && armor.SetID == setItem.SetID && armor.Resource == resource) count += 1; } else if (from.Items[i] is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)from.Items[i]; if (weapon.IsSetItem && weapon.SetID == setItem.SetID && weapon.Resource == resource) count += 1; } } if (count == setItem.Pieces) return true; return false; } public static SlayerName GetSetSlayer(Mobile m) { foreach (ISetItem item in m.Items.OfType()) { if (item.SetID == SetItem.Aloron && item.SetEquipped) { return SlayerName.Dinosaur; } if (item.SetID == SetItem.Darden && item.SetEquipped) { return SlayerName.Myrmidex; } } return SlayerName.None; } public static bool ResistsBonusPerPiece(ISetItem item) { if (item.SetPhysicalBonus == 0 && item.SetFireBonus == 0 && item.SetColdBonus == 0 && item.SetPoisonBonus == 0 && item.SetEnergyBonus == 0) return true; switch (item.SetID) { default: return false; case SetItem.Virtue: case SetItem.Aloron: case SetItem.Darden: return true; } } public static int GetSetTotalResist(Mobile m, ResistanceType resist) { int total = 0; foreach (Item item in m.Items.Where(i => i is ISetItem && ((ISetItem)i).IsSetItem && ((ISetItem)i).SetEquipped)) { ISetItem sItem = item as ISetItem; switch (resist) { case ResistanceType.Physical: total += item.PhysicalResistance + sItem.SetPhysicalBonus; break; case ResistanceType.Fire: total += item.FireResistance + sItem.SetFireBonus; break; case ResistanceType.Cold: total += item.ColdResistance + sItem.SetColdBonus; break; case ResistanceType.Poison: total += item.PoisonResistance + sItem.SetPoisonBonus; break; case ResistanceType.Energy: total += item.EnergyResistance + sItem.SetEnergyBonus; break; } } return total; } } }