1129 lines
44 KiB
C#
1129 lines
44 KiB
C#
using System;
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using System.Collections;
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namespace Server.Items
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{
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public abstract class BaseRunicTool : BaseTool
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{
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private static readonly SkillName[] m_PossibleBonusSkills = new SkillName[]
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{
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking,
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak,
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SkillName.Bushido,
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SkillName.Ninjitsu
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};
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private static readonly SkillName[] m_PossibleSpellbookSkills = new SkillName[]
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{
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist
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};
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private static readonly BitArray m_Props = new BitArray(MaxProperties);
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private static readonly int[] m_Possible = new int[MaxProperties];
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private static bool m_PlayerMade;
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private static int m_LuckChance;
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private const int MaxProperties = 32;
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public BaseRunicTool(CraftResource resource, int itemID)
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: base(itemID)
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{
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Resource = resource;
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}
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public BaseRunicTool(CraftResource resource, int uses, int itemID)
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: base(uses, itemID)
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{
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Resource = resource;
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}
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public BaseRunicTool(Serial serial)
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: base(serial)
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{
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}
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#region Runic Reforging
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public override void OnDoubleClick(Mobile from)
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{
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bool hasSkill = from.Skills[SkillName.Imbuing].Value >= 65;
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IPooledEnumerable eable = from.Map.GetItemsInRange(from.Location, 2);
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foreach (Item item in eable)
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{
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if ((item.ItemID >= 0x4263 && item.ItemID <= 0x4272) || (item.ItemID >= 0x4277 && item.ItemID <= 0x4286) || (item.ItemID >= 17607 && item.ItemID <= 17610))
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{
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if (!hasSkill)
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{
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from.SendLocalizedMessage(1152333); // You do not have enough Imbuing skill to re-forge items. Using standard Runic Crafting instead.
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break;
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}
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from.Target = new RunicReforgingTarget(this);
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from.SendLocalizedMessage(1152112); // Target the item to reforge.
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eable.Free();
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return;
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}
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}
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if (hasSkill)
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from.SendLocalizedMessage(1152334); // You must be near a Soul Forge to re-forge items. Using standard Runic Crafting instead.
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eable.Free();
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base.OnDoubleClick(from);
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}
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#endregion
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public static int GetUniqueRandom(int count)
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{
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int avail = 0;
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for (int i = 0; i < count; ++i)
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{
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if (!m_Props[i])
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m_Possible[avail++] = i;
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}
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if (avail == 0)
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return -1;
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int v = m_Possible[Utility.Random(avail)];
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m_Props.Set(v, true);
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return v;
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}
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public static void ApplyAttributesTo(Item item, int attributeCount, int min, int max)
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{
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if (item is FishingPole)
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{
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ApplyAttributesTo((FishingPole)item, attributeCount, min, max);
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}
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else if (item is BaseWeapon)
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{
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ApplyAttributesTo((BaseWeapon)item, attributeCount, min, max);
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}
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else if (item is BaseArmor)
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{
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ApplyAttributesTo((BaseArmor)item, attributeCount, min, max);
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}
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else if (item is BaseHat)
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{
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ApplyAttributesTo((BaseHat)item, attributeCount, min, max);
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}
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else if (item is BaseJewel)
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{
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ApplyAttributesTo((BaseJewel)item, attributeCount, min, max);
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}
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else if (item is Spellbook)
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{
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ApplyAttributesTo((Spellbook)item, attributeCount, min, max);
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}
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}
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public static void ApplyAttributesTo(
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Item item,
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bool isRunicTool,
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int luckChance,
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int attributeCount,
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int min,
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int max)
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{
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if (item is FishingPole)
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{
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ApplyAttributesTo((FishingPole)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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else if (item is BaseWeapon)
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{
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ApplyAttributesTo((BaseWeapon)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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else if (item is BaseArmor)
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{
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ApplyAttributesTo((BaseArmor)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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else if (item is BaseHat)
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{
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ApplyAttributesTo((BaseHat)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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else if (item is BaseJewel)
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{
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ApplyAttributesTo((BaseJewel)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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else if (item is Spellbook)
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{
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ApplyAttributesTo((Spellbook)item, isRunicTool, luckChance, attributeCount, min, max);
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}
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}
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#region High Seas
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public void ApplyAttributesTo(FishingPole pole)
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{
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CraftResourceInfo resInfo = CraftResources.GetInfo(Resource);
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if (resInfo == null)
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return;
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CraftAttributeInfo attrs = resInfo.AttributeInfo;
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int attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
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int min = attrs.RunicMinIntensity;
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int max = attrs.RunicMaxIntensity;
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ApplyAttributesTo(pole, true, 0, attributeCount, min, max);
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}
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public static void ApplyAttributesTo(FishingPole pole, bool playerMade, int luckChance, int attributeCount, int min, int max)
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{
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int delta;
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if (min > max)
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{
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delta = min;
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min = max;
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max = delta;
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}
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m_PlayerMade = playerMade;
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m_LuckChance = luckChance;
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AosAttributes primary = pole.Attributes;
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AosSkillBonuses skills = pole.SkillBonuses;
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m_Props.SetAll(false);
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for (int i = 0; i < attributeCount; ++i)
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{
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int random = GetUniqueRandom(21);
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switch (random)
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{
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case 0: ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15); break;
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case 1: ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1); break;
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case 2: ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 1); break;
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case 3: ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15); break;
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case 4: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break;
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case 5: ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1); break;
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case 6: ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2); break;
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case 7: ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2); break;
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case 8: ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3); break;
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case 9: ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 8); break;
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case 10: ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8); break;
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case 11: ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8); break;
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case 12: ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8); break;
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case 13: ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8); break;
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case 14: ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8); break;
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case 15: ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12); break;
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case 16: ApplySkillBonus(skills, min, max, 0, 1, 15); break;
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case 17: ApplySkillBonus(skills, min, max, 1, 1, 15); break;
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case 18: ApplySkillBonus(skills, min, max, 2, 1, 15); break;
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case 19: ApplySkillBonus(skills, min, max, 3, 1, 15); break;
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case 20: ApplySkillBonus(skills, min, max, 4, 1, 15); break;
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}
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}
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}
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#endregion
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public static void ApplyAttributesTo(BaseWeapon weapon, int attributeCount, int min, int max)
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{
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ApplyAttributesTo(weapon, false, 0, attributeCount, min, max);
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}
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public static void ApplyAttributesTo(BaseWeapon weapon, bool playerMade, int luckChance, int attributeCount, int min, int max)
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{
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int delta;
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if (min > max)
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{
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delta = min;
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min = max;
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max = delta;
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}
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if (!playerMade && RandomItemGenerator.Enabled)
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{
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RandomItemGenerator.GenerateRandomItem(weapon, luckChance, attributeCount, min, max);
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return;
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}
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m_PlayerMade = playerMade;
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m_LuckChance = luckChance;
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AosAttributes primary = weapon.Attributes;
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AosWeaponAttributes secondary = weapon.WeaponAttributes;
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m_Props.SetAll(false);
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if (weapon is BaseRanged)
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{
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m_Props.Set(2, true); // ranged weapons cannot be ubws or mageweapon
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}
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else
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{
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m_Props.Set(25, true); // Only bows can be Balanced
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m_Props.Set(26, true); // Only bows have Velocity
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}
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for (int i = 0; i < attributeCount; ++i)
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{
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int random = GetUniqueRandom(27);
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if (random == -1)
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break;
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switch ( random )
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{
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case 0:
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{
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switch ( Utility.Random(5) )
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
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break;
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case 4:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
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break;
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}
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break;
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}
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case 1:
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{
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switch ( Utility.Random(4) )
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
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break;
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case 2:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
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break;
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case 3:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
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break;
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}
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break;
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}
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case 2:
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{
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switch ( Utility.Random(2) )
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{
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case 0:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
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break;
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case 1:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
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break;
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}
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break;
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}
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case 3:
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int dmgMin = primary.WeaponDamage;
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int dmgMax = Math.Max(dmgMin, 50);
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primary.WeaponDamage = 0;
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ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, dmgMin, dmgMax);
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break;
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case 4:
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ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
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break;
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case 5:
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ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
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break;
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case 6:
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ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
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break;
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case 7:
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ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
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break;
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case 8:
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ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5);
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break;
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case 9:
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ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
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break;
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case 10:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2);
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break;
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case 11:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, ItemPropertyInfo.GetMaxIntensity(weapon, AosWeaponAttribute.HitLeechHits), 2);
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break;
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case 12:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2);
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break;
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case 13:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2);
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break;
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case 14:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, ItemPropertyInfo.GetMaxIntensity(weapon, AosWeaponAttribute.HitLeechMana), 2);
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break;
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case 15:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2);
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break;
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case 16:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10);
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break;
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case 17:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15);
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break;
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case 18:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15);
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break;
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case 19:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15);
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break;
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case 20:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15);
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break;
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case 21:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15);
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break;
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case 22:
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10);
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break;
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case 23:
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weapon.Slayer = GetRandomSlayer();
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break;
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case 24:
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ApplyElementalDamage(weapon, min, max);
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break;
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case 25:
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((BaseRanged)weapon).Balanced = true;
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break;
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case 26:
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ApplyVelocityAttribute((BaseRanged)weapon, min, max, 2, 50, 2);
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break;
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}
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}
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}
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public static SlayerName GetRandomSlayer()
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{
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// TODO: Check random algorithm on OSI
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SlayerGroup[] groups = SlayerGroup.Groups;
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if (groups.Length == 0)
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return SlayerName.None;
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SlayerGroup group = groups[Utility.Random(6)]; //-1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
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SlayerEntry entry;
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if (group.Entries.Length == 0 || 10 > Utility.Random(100)) // 10% chance to do super slayer
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{
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entry = group.Super;
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}
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else
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{
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SlayerEntry[] entries = group.Entries;
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entry = entries[Utility.Random(entries.Length)];
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}
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return entry.Name;
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}
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public static void ApplyAttributesTo(BaseArmor armor, int attributeCount, int min, int max)
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{
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ApplyAttributesTo(armor, false, 0, attributeCount, min, max);
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}
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public static void ApplyAttributesTo(BaseArmor armor, bool playerMade, int luckChance, int attributeCount, int min, int max)
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{
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int delta;
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if (min > max)
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{
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delta = min;
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min = max;
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max = delta;
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}
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if (!playerMade && RandomItemGenerator.Enabled)
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{
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RandomItemGenerator.GenerateRandomItem(armor, luckChance, attributeCount, min, max);
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return;
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}
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m_PlayerMade = playerMade;
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m_LuckChance = luckChance;
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AosAttributes primary = armor.Attributes;
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AosArmorAttributes secondary = armor.ArmorAttributes;
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m_Props.SetAll(false);
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bool isShield = (armor is BaseShield);
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int baseCount = (isShield ? 7 : 20);
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int baseOffset = (isShield ? 0 : 4);
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if (!isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All)
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m_Props.Set(3, true); // remove mage armor from possible properties
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if (armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather)
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{
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m_Props.Set(0, true); // remove lower requirements from possible properties for leather armor
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m_Props.Set(2, true); // remove durability bonus from possible properties
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}
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if (armor.RequiredRace == Race.Elf)
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m_Props.Set(7, true); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
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for (int i = 0; i < attributeCount; ++i)
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{
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int random = GetUniqueRandom(baseCount);
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if (random == -1)
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break;
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random += baseOffset;
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switch ( random )
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{
|
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/* Begin Sheilds */
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case 0:
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ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
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break;
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case 1:
|
|
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
|
|
break;
|
|
case 2:
|
|
if (Core.ML)
|
|
{
|
|
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
|
|
}
|
|
else
|
|
{
|
|
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
|
|
}
|
|
break;
|
|
case 3:
|
|
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
|
|
break;
|
|
/* Begin Armor */
|
|
case 4:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
|
|
break;
|
|
case 5:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
|
|
break;
|
|
case 6:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
|
|
break;
|
|
/* End Shields */
|
|
case 7:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.MageArmor, 1, 1);
|
|
break;
|
|
case 8:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
|
|
break;
|
|
case 9:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
|
|
break;
|
|
case 10:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
|
|
break;
|
|
case 11:
|
|
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
|
|
break;
|
|
case 12:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
|
|
break;
|
|
case 13:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
|
|
break;
|
|
case 14:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
|
|
break;
|
|
case 15:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
|
|
break;
|
|
case 16:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
|
|
break;
|
|
case 17:
|
|
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
|
|
break;
|
|
case 18:
|
|
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
|
|
break;
|
|
case 19:
|
|
ApplyResistance(armor, min, max, ResistanceType.Physical, 1, 15);
|
|
break;
|
|
case 20:
|
|
ApplyResistance(armor, min, max, ResistanceType.Fire, 1, 15);
|
|
break;
|
|
case 21:
|
|
ApplyResistance(armor, min, max, ResistanceType.Cold, 1, 15);
|
|
break;
|
|
case 22:
|
|
ApplyResistance(armor, min, max, ResistanceType.Poison, 1, 15);
|
|
break;
|
|
case 23:
|
|
ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15);
|
|
break;
|
|
/* End Armor */
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void ApplyAttributesTo(BaseHat hat, int attributeCount, int min, int max)
|
|
{
|
|
ApplyAttributesTo(hat, false, 0, attributeCount, min, max);
|
|
}
|
|
|
|
public static void ApplyAttributesTo(BaseHat hat, bool playerMade, int luckChance, int attributeCount, int min, int max)
|
|
{
|
|
int delta;
|
|
|
|
if (min > max)
|
|
{
|
|
delta = min;
|
|
min = max;
|
|
max = delta;
|
|
}
|
|
|
|
if (!playerMade && RandomItemGenerator.Enabled)
|
|
{
|
|
RandomItemGenerator.GenerateRandomItem(hat, luckChance, attributeCount, min, max);
|
|
return;
|
|
}
|
|
|
|
m_PlayerMade = playerMade;
|
|
m_LuckChance = luckChance;
|
|
|
|
AosAttributes primary = hat.Attributes;
|
|
AosArmorAttributes secondary = hat.ClothingAttributes;
|
|
AosElementAttributes resists = hat.Resistances;
|
|
|
|
m_Props.SetAll(false);
|
|
|
|
for (int i = 0; i < attributeCount; ++i)
|
|
{
|
|
int random = GetUniqueRandom(19);
|
|
|
|
if (random == -1)
|
|
break;
|
|
|
|
switch ( random )
|
|
{
|
|
case 0:
|
|
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
|
|
break;
|
|
case 1:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
|
|
break;
|
|
case 2:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
|
|
break;
|
|
case 3:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
|
|
break;
|
|
case 4:
|
|
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
|
|
break;
|
|
case 5:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
|
|
break;
|
|
case 6:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
|
|
break;
|
|
case 7:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
|
|
break;
|
|
case 8:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
|
|
break;
|
|
case 9:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
|
|
break;
|
|
case 10:
|
|
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
|
|
break;
|
|
case 11:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
|
|
break;
|
|
case 12:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
|
|
break;
|
|
case 13:
|
|
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
|
|
break;
|
|
case 14:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
|
|
break;
|
|
case 15:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
|
|
break;
|
|
case 16:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
|
|
break;
|
|
case 17:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
|
|
break;
|
|
case 18:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void ApplyAttributesTo(BaseJewel jewelry, int attributeCount, int min, int max)
|
|
{
|
|
ApplyAttributesTo(jewelry, false, 0, attributeCount, min, max);
|
|
}
|
|
|
|
public static void ApplyAttributesTo(BaseJewel jewelry, bool playerMade, int luckChance, int attributeCount, int min, int max)
|
|
{
|
|
int delta;
|
|
|
|
if (min > max)
|
|
{
|
|
delta = min;
|
|
min = max;
|
|
max = delta;
|
|
}
|
|
|
|
if (!playerMade && RandomItemGenerator.Enabled)
|
|
{
|
|
RandomItemGenerator.GenerateRandomItem(jewelry, luckChance, attributeCount, min, max);
|
|
return;
|
|
}
|
|
|
|
m_PlayerMade = playerMade;
|
|
m_LuckChance = luckChance;
|
|
|
|
AosAttributes primary = jewelry.Attributes;
|
|
AosElementAttributes resists = jewelry.Resistances;
|
|
AosSkillBonuses skills = jewelry.SkillBonuses;
|
|
|
|
m_Props.SetAll(false);
|
|
|
|
for (int i = 0; i < attributeCount; ++i)
|
|
{
|
|
int random = GetUniqueRandom(24);
|
|
|
|
if (random == -1)
|
|
break;
|
|
|
|
switch ( random )
|
|
{
|
|
case 0:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
|
|
break;
|
|
case 1:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
|
|
break;
|
|
case 2:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
|
|
break;
|
|
case 3:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
|
|
break;
|
|
case 4:
|
|
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
|
|
break;
|
|
case 5:
|
|
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25);
|
|
break;
|
|
case 6:
|
|
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
|
|
break;
|
|
case 7:
|
|
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
|
|
break;
|
|
case 8:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8);
|
|
break;
|
|
case 9:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8);
|
|
break;
|
|
case 10:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
|
|
break;
|
|
case 11:
|
|
ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5);
|
|
break;
|
|
case 12:
|
|
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
|
|
break;
|
|
case 13:
|
|
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
|
|
break;
|
|
case 14:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
|
|
break;
|
|
case 15:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
|
|
break;
|
|
case 16:
|
|
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
|
|
break;
|
|
case 17:
|
|
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
|
|
break;
|
|
case 18:
|
|
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
|
|
break;
|
|
case 19:
|
|
ApplySkillBonus(skills, min, max, 0, 1, 15);
|
|
break;
|
|
case 20:
|
|
ApplySkillBonus(skills, min, max, 1, 1, 15);
|
|
break;
|
|
case 21:
|
|
ApplySkillBonus(skills, min, max, 2, 1, 15);
|
|
break;
|
|
case 22:
|
|
ApplySkillBonus(skills, min, max, 3, 1, 15);
|
|
break;
|
|
case 23:
|
|
ApplySkillBonus(skills, min, max, 4, 1, 15);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void ApplyAttributesTo(Spellbook spellbook, int attributeCount, int min, int max)
|
|
{
|
|
ApplyAttributesTo(spellbook, false, 0, attributeCount, min, max);
|
|
}
|
|
|
|
public static void ApplyAttributesTo(Spellbook spellbook, bool playerMade, int luckChance, int attributeCount, int min, int max)
|
|
{
|
|
int delta;
|
|
|
|
if (min > max)
|
|
{
|
|
delta = min;
|
|
min = max;
|
|
max = delta;
|
|
}
|
|
|
|
m_PlayerMade = playerMade;
|
|
m_LuckChance = luckChance;
|
|
|
|
AosAttributes primary = spellbook.Attributes;
|
|
AosSkillBonuses skills = spellbook.SkillBonuses;
|
|
|
|
m_Props.SetAll(false);
|
|
|
|
for (int i = 0; i < attributeCount; ++i)
|
|
{
|
|
int random = GetUniqueRandom(16);
|
|
|
|
if (random == -1)
|
|
break;
|
|
|
|
switch ( random )
|
|
{
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
{
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
|
|
|
|
for (int j = 0; j < 4; ++j)
|
|
m_Props.Set(j, true);
|
|
|
|
break;
|
|
}
|
|
case 4:
|
|
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
|
|
break;
|
|
case 5:
|
|
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
|
|
break;
|
|
case 6:
|
|
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
|
|
break;
|
|
case 7:
|
|
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
|
|
break;
|
|
case 8:
|
|
ApplySkillBonus(skills, min, max, 0, 1, 15);
|
|
break;
|
|
case 9:
|
|
ApplySkillBonus(skills, min, max, 1, 1, 15);
|
|
break;
|
|
case 10:
|
|
ApplySkillBonus(skills, min, max, 2, 1, 15);
|
|
break;
|
|
case 11:
|
|
ApplySkillBonus(skills, min, max, 3, 1, 15);
|
|
break;
|
|
case 12:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
|
|
break;
|
|
case 13:
|
|
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
|
|
break;
|
|
case 14:
|
|
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
|
|
break;
|
|
case 15:
|
|
spellbook.Slayer = GetRandomSlayer();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Serialize(GenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.Write((int)0); // version
|
|
writer.Write((int)Resource);
|
|
}
|
|
|
|
public override void Deserialize(GenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
int version = reader.ReadInt();
|
|
|
|
switch ( version )
|
|
{
|
|
case 0:
|
|
{
|
|
Resource = (CraftResource)reader.ReadInt();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ApplyAttributesTo(BaseWeapon weapon)
|
|
{
|
|
CraftResourceInfo resInfo = CraftResources.GetInfo(Resource);
|
|
|
|
if (resInfo == null)
|
|
return;
|
|
|
|
CraftAttributeInfo attrs = resInfo.AttributeInfo;
|
|
|
|
if (attrs == null)
|
|
return;
|
|
|
|
int attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
|
|
int min = attrs.RunicMinIntensity;
|
|
int max = attrs.RunicMaxIntensity;
|
|
|
|
ApplyAttributesTo(weapon, true, 0, attributeCount, min, max);
|
|
}
|
|
|
|
public void ApplyAttributesTo(BaseArmor armor)
|
|
{
|
|
CraftResourceInfo resInfo = CraftResources.GetInfo(Resource);
|
|
|
|
if (resInfo == null)
|
|
return;
|
|
|
|
CraftAttributeInfo attrs = resInfo.AttributeInfo;
|
|
|
|
if (attrs == null)
|
|
return;
|
|
|
|
int attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
|
|
int min = attrs.RunicMinIntensity;
|
|
int max = attrs.RunicMaxIntensity;
|
|
|
|
ApplyAttributesTo(armor, true, 0, attributeCount, min, max);
|
|
}
|
|
|
|
private static int Scale(int min, int max, int low, int high)
|
|
{
|
|
int percent;
|
|
|
|
if (m_PlayerMade)
|
|
{
|
|
percent = Utility.RandomMinMax(min, max);
|
|
}
|
|
else
|
|
{
|
|
int v = Utility.RandomMinMax(0, 10000);
|
|
|
|
v = (int)Math.Sqrt(v);
|
|
v = 100 - v;
|
|
|
|
if (LootPack.CheckLuck(m_LuckChance))
|
|
v += 10;
|
|
|
|
percent = Math.Min(max, min + AOS.Scale((max - min), v));
|
|
}
|
|
|
|
int scaledBy = Math.Abs(high - low) + 1;
|
|
|
|
if (scaledBy != 0)
|
|
scaledBy = 10000 / scaledBy;
|
|
|
|
percent *= (10000 + scaledBy);
|
|
|
|
return low + (((high - low) * percent) / 1000001);
|
|
}
|
|
|
|
private static void ApplyAttribute(AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high)
|
|
{
|
|
ApplyAttribute(attrs, min, max, attr, low, high, 1);
|
|
}
|
|
|
|
private static void ApplyAttribute(AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high, int scale)
|
|
{
|
|
if (attr == AosAttribute.CastSpeed)
|
|
attrs[attr] += Scale(min, max, low / scale, high / scale) * scale;
|
|
else
|
|
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
|
|
|
|
if (attr == AosAttribute.SpellChanneling)
|
|
attrs[AosAttribute.CastSpeed] -= 1;
|
|
}
|
|
|
|
private static void ApplyAttribute(AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high)
|
|
{
|
|
attrs[attr] = Scale(min, max, low, high);
|
|
}
|
|
|
|
private static void ApplyAttribute(AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high, int scale)
|
|
{
|
|
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
|
|
}
|
|
|
|
private static void ApplyAttribute(AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high)
|
|
{
|
|
attrs[attr] = Scale(min, max, low, high);
|
|
}
|
|
|
|
private static void ApplyAttribute(AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high, int scale)
|
|
{
|
|
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
|
|
}
|
|
|
|
private static void ApplyAttribute(AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high)
|
|
{
|
|
attrs[attr] = Scale(min, max, low, high);
|
|
}
|
|
|
|
private static void ApplyAttribute(AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high, int scale)
|
|
{
|
|
attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
|
|
}
|
|
|
|
private static void ApplyVelocityAttribute(BaseRanged ranged, int min, int max, int low, int high, int scale)
|
|
{
|
|
ranged.Velocity = Scale(min, max, low / scale, high / scale) * scale;
|
|
}
|
|
|
|
public static void ApplyElementalDamage(BaseWeapon weapon, int min, int max)
|
|
{
|
|
int fire, phys, cold, nrgy, pois, chaos, direct;
|
|
|
|
weapon.GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
|
|
|
|
int intensity = Math.Min(phys, Scale(min, max, 10 / 10, 100 / 10) * 10);
|
|
|
|
weapon.AosElementDamages[_DamageTypes[Utility.Random(_DamageTypes.Length)]] = intensity;
|
|
|
|
weapon.Hue = weapon.GetElementalDamageHue();
|
|
}
|
|
|
|
private static AosElementAttribute[] _DamageTypes =
|
|
{
|
|
AosElementAttribute.Cold,
|
|
AosElementAttribute.Energy,
|
|
AosElementAttribute.Fire,
|
|
AosElementAttribute.Poison
|
|
};
|
|
|
|
private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
|
|
{
|
|
SkillName[] possibleSkills = (attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills);
|
|
int count = (Core.SE ? possibleSkills.Length : possibleSkills.Length - 2);
|
|
|
|
SkillName sk, check;
|
|
double bonus;
|
|
bool found;
|
|
|
|
do
|
|
{
|
|
found = false;
|
|
sk = possibleSkills[Utility.Random(count)];
|
|
|
|
for (int i = 0; !found && i < 5; ++i)
|
|
found = (attrs.GetValues(i, out check, out bonus) && check == sk);
|
|
}
|
|
while (found);
|
|
|
|
attrs.SetValues(index, sk, Scale(min, max, low, high));
|
|
}
|
|
|
|
private static void ApplyResistance(BaseArmor ar, int min, int max, ResistanceType res, int low, int high)
|
|
{
|
|
switch ( res )
|
|
{
|
|
case ResistanceType.Physical:
|
|
ar.PhysicalBonus += Scale(min, max, low, high);
|
|
break;
|
|
case ResistanceType.Fire:
|
|
ar.FireBonus += Scale(min, max, low, high);
|
|
break;
|
|
case ResistanceType.Cold:
|
|
ar.ColdBonus += Scale(min, max, low, high);
|
|
break;
|
|
case ResistanceType.Poison:
|
|
ar.PoisonBonus += Scale(min, max, low, high);
|
|
break;
|
|
case ResistanceType.Energy:
|
|
ar.EnergyBonus += Scale(min, max, low, high);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private static int AssignElementalDamage(BaseWeapon weapon, AosElementAttribute attr, int totalDamage)
|
|
{
|
|
if (totalDamage <= 0)
|
|
return 0;
|
|
|
|
int random = Utility.Random((int)(totalDamage / 10) + 1) * 10;
|
|
weapon.AosElementDamages[attr] = random;
|
|
|
|
return (totalDamage - random);
|
|
}
|
|
}
|
|
}
|