runuo/Scripts/Items/Skill Items/Tools/BaseRunicTool.cs
2015-07-20 20:46:36 -07:00

690 lines
26 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
namespace Server.Items
{
public abstract class BaseRunicTool : BaseTool
{
private CraftResource m_Resource;
[CommandProperty( AccessLevel.GameMaster )]
public CraftResource Resource
{
get{ return m_Resource; }
set{ m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); InvalidateProperties(); }
}
public BaseRunicTool( CraftResource resource, int itemID ) : base( itemID )
{
m_Resource = resource;
}
public BaseRunicTool( CraftResource resource, int uses, int itemID ) : base( uses, itemID )
{
m_Resource = resource;
}
public BaseRunicTool( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_Resource );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
m_Resource = (CraftResource)reader.ReadInt();
break;
}
}
}
private static bool m_IsRunicTool;
private static int m_LuckChance;
private static int Scale( int min, int max, int low, int high )
{
int percent;
if ( m_IsRunicTool )
{
percent = Utility.RandomMinMax( min, max );
}
else
{
// Behold, the worst system ever!
int v = Utility.RandomMinMax( 0, 10000 );
v = (int) Math.Sqrt( v );
v = 100 - v;
if ( LootPack.CheckLuck( m_LuckChance ) )
v += 10;
if ( v < min )
v = min;
else if ( v > max )
v = max;
percent = 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 SkillName[] m_PossibleBonusSkills = new SkillName[]
{
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Wrestling,
SkillName.Parry,
SkillName.Tactics,
SkillName.Anatomy,
SkillName.Healing,
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist,
SkillName.AnimalTaming,
SkillName.AnimalLore,
SkillName.Veterinary,
SkillName.Musicianship,
SkillName.Provocation,
SkillName.Discordance,
SkillName.Peacemaking,
SkillName.Chivalry,
SkillName.Focus,
SkillName.Necromancy,
SkillName.Stealing,
SkillName.Stealth,
SkillName.SpiritSpeak,
SkillName.Bushido,
SkillName.Ninjitsu
};
private static SkillName[] m_PossibleSpellbookSkills = new SkillName[]
{
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist
};
private static void ApplySkillBonus( AosSkillBonuses attrs, int min, int max, int index, int low, int high )
{
List<SkillName> possibleSkills = new List<SkillName>( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills );
int count = ( Core.SE ? possibleSkills.Count : possibleSkills.Count - 2 );
SkillName sk, check;
double bonus;
bool found;
do
{
found = false;
sk = possibleSkills[Utility.Random( count-- )];
possibleSkills.Remove(sk);
for ( int i = 0; !found && i < 5; ++i )
found = ( attrs.GetValues( i, out check, out bonus ) && check == sk );
} while ( found && count > 0 );
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 const int MaxProperties = 32;
private static BitArray m_Props = new BitArray( MaxProperties );
private static int[] m_Possible = new int[MaxProperties];
public static int GetUniqueRandom( int count )
{
int avail = 0;
for ( int i = 0; i < count; ++i )
{
if ( !m_Props[i] )
m_Possible[avail++] = i;
}
if ( avail == 0 )
return -1;
int v = m_Possible[Utility.Random( avail )];
m_Props.Set( v, true );
return v;
}
public void ApplyAttributesTo( BaseWeapon weapon )
{
CraftResourceInfo resInfo = CraftResources.GetInfo( m_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 static void ApplyAttributesTo( BaseWeapon weapon, int attributeCount, int min, int max )
{
ApplyAttributesTo( weapon, false, 0, attributeCount, min, max );
}
public static void ApplyAttributesTo( BaseWeapon weapon, bool isRunicTool, int luckChance, int attributeCount, int min, int max )
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
AosAttributes primary = weapon.Attributes;
AosWeaponAttributes secondary = weapon.WeaponAttributes;
m_Props.SetAll( false );
if ( weapon is BaseRanged )
m_Props.Set( 2, true ); // ranged weapons cannot be ubws or mageweapon
for ( int i = 0; i < attributeCount; ++i )
{
int random = GetUniqueRandom( 25 );
if ( random == -1 )
break;
switch ( random )
{
case 0:
{
switch ( Utility.Random( 5 ) )
{
case 0: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitPhysicalArea,2, 50, 2 ); break;
case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2 ); break;
case 2: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2 ); break;
case 3: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2 ); break;
case 4: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2 ); break;
}
break;
}
case 1:
{
switch ( Utility.Random( 4 ) )
{
case 0: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2 ); break;
case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2 ); break;
case 2: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2 ); break;
case 3: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2 ); break;
}
break;
}
case 2:
{
switch ( Utility.Random( 2 ) )
{
case 0: ApplyAttribute( secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1 ); break;
case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10 ); break;
}
break;
}
case 3: ApplyAttribute( primary, min, max, AosAttribute.WeaponDamage, 1, 50 ); break;
case 4: ApplyAttribute( primary, min, max, AosAttribute.DefendChance, 1, 15 ); break;
case 5: ApplyAttribute( primary, min, max, AosAttribute.CastSpeed, 1, 1 ); break;
case 6: ApplyAttribute( primary, min, max, AosAttribute.AttackChance, 1, 15 ); break;
case 7: ApplyAttribute( primary, min, max, AosAttribute.Luck, 1, 100 ); break;
case 8: ApplyAttribute( primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5 ); break;
case 9: ApplyAttribute( primary, min, max, AosAttribute.SpellChanneling, 1, 1 ); break;
case 10: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2 ); break;
case 11: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2 ); break;
case 12: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2 ); break;
case 13: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2 ); break;
case 14: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2 ); break;
case 15: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2 ); break;
case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10 ); break;
case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
case 22: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
case 23: weapon.Slayer = GetRandomSlayer(); break;
case 24: GetElementalDamages( weapon ); break;
}
}
}
public static void GetElementalDamages( BaseWeapon weapon )
{
GetElementalDamages( weapon, true );
}
public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder )
{
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 totalDamage = phys;
AosElementAttribute[] attrs = new AosElementAttribute[]
{
AosElementAttribute.Cold,
AosElementAttribute.Energy,
AosElementAttribute.Fire,
AosElementAttribute.Poison
};
if( randomizeOrder )
{
for( int i = 0; i < attrs.Length; i++ )
{
int rand = Utility.Random( attrs.Length );
AosElementAttribute temp = attrs[i];
attrs[i] = attrs[rand];
attrs[rand] = temp;
}
}
/*
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
* */
for( int i = 0; i < attrs.Length; i++ )
totalDamage = AssignElementalDamage( weapon, attrs[i], totalDamage );
//Order is Cold, Energy, Fire, Poison -> Physical left
//Cannot be looped, AoselementAttribute is 'out of order'
weapon.Hue = weapon.GetElementalDamageHue();
}
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);
}
public static SlayerName GetRandomSlayer()
{
// TODO: Check random algorithm on OSI
SlayerGroup[] groups = SlayerGroup.Groups;
if ( groups.Length == 0 )
return SlayerName.None;
SlayerGroup group = groups[Utility.Random( groups.Length -1 )]; //-1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
SlayerEntry entry;
if ( 10 > Utility.Random( 100 ) ) // 10% chance to do super slayer
{
entry = group.Super;
}
else
{
SlayerEntry[] entries = group.Entries;
if ( entries.Length == 0 )
return SlayerName.None;
entry = entries[Utility.Random( entries.Length )];
}
return entry.Name;
}
public void ApplyAttributesTo( BaseArmor armor )
{
CraftResourceInfo resInfo = CraftResources.GetInfo( m_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 );
}
public static void ApplyAttributesTo( BaseArmor armor, int attributeCount, int min, int max )
{
ApplyAttributesTo( armor, false, 0, attributeCount, min, max );
}
public static void ApplyAttributesTo( BaseArmor armor, bool isRunicTool, int luckChance, int attributeCount, int min, int max )
{
m_IsRunicTool = isRunicTool;
m_LuckChance = luckChance;
AosAttributes primary = armor.Attributes;
AosArmorAttributes secondary = armor.ArmorAttributes;
m_Props.SetAll( false );
bool isShield = ( armor is BaseShield );
int baseCount = ( isShield ? 7 : 20 );
int baseOffset = ( isShield ? 0 : 4 );
if ( !isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All )
m_Props.Set( 3, true ); // remove mage armor from possible properties
if ( armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather )
{
m_Props.Set( 0, true ); // remove lower requirements from possible properties for leather armor
m_Props.Set( 2, true ); // remove durability bonus from possible properties
}
if ( armor.RequiredRace == Race.Elf )
m_Props.Set( 7, true ); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
for ( int i = 0; i < attributeCount; ++i )
{
int random = GetUniqueRandom( baseCount );
if ( random == -1 )
break;
random += baseOffset;
switch ( random )
{
/* Begin Sheilds */
case 0: ApplyAttribute( primary, min, max, AosAttribute.SpellChanneling, 1, 1 ); break;
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 isRunicTool, int luckChance, int attributeCount, int min, int max )
{
m_IsRunicTool = isRunicTool;
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 isRunicTool, int luckChance, int attributeCount, int min, int max )
{
m_IsRunicTool = isRunicTool;
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 isRunicTool, int luckChance, int attributeCount, int min, int max )
{
m_IsRunicTool = isRunicTool;
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;
}
}
}
}
}