mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
690 lines
26 KiB
C#
690 lines
26 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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 CraftResource m_Resource;
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[CommandProperty( AccessLevel.GameMaster )]
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public CraftResource Resource
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{
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get{ return m_Resource; }
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set{ m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); InvalidateProperties(); }
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}
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public BaseRunicTool( CraftResource resource, int itemID ) : base( itemID )
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{
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m_Resource = resource;
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}
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public BaseRunicTool( CraftResource resource, int uses, int itemID ) : base( uses, itemID )
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{
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m_Resource = resource;
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}
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public BaseRunicTool( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.Write( (int) m_Resource );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 0:
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{
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m_Resource = (CraftResource)reader.ReadInt();
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break;
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}
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}
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}
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private static bool m_IsRunicTool;
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private static int m_LuckChance;
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private static int Scale( int min, int max, int low, int high )
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{
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int percent;
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if ( m_IsRunicTool )
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{
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percent = Utility.RandomMinMax( min, max );
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}
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else
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{
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// Behold, the worst system ever!
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int v = Utility.RandomMinMax( 0, 10000 );
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v = (int) Math.Sqrt( v );
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v = 100 - v;
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if ( LootPack.CheckLuck( m_LuckChance ) )
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v += 10;
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if ( v < min )
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v = min;
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else if ( v > max )
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v = max;
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percent = v;
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}
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int scaledBy = Math.Abs( high - low ) + 1;
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if ( scaledBy != 0 )
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scaledBy = 10000 / scaledBy;
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percent *= (10000 + scaledBy);
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return low + (((high - low) * percent) / 1000001);
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}
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private static void ApplyAttribute( AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high )
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{
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ApplyAttribute( attrs, min, max, attr, low, high, 1 );
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}
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private static void ApplyAttribute( AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high, int scale )
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{
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if ( attr == AosAttribute.CastSpeed )
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attrs[attr] += Scale( min, max, low / scale, high / scale ) * scale;
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else
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attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale;
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if ( attr == AosAttribute.SpellChanneling )
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attrs[AosAttribute.CastSpeed] -= 1;
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}
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private static void ApplyAttribute( AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high )
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{
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attrs[attr] = Scale( min, max, low, high );
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}
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private static void ApplyAttribute( AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high, int scale )
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{
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attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale;
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}
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private static void ApplyAttribute( AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high )
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{
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attrs[attr] = Scale( min, max, low, high );
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}
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private static void ApplyAttribute( AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high, int scale )
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{
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attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale;
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}
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private static void ApplyAttribute( AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high )
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{
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attrs[attr] = Scale( min, max, low, high );
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}
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private static void ApplyAttribute( AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high, int scale )
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{
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attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale;
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}
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private static 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 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 void ApplySkillBonus( AosSkillBonuses attrs, int min, int max, int index, int low, int high )
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{
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List<SkillName> possibleSkills = new List<SkillName>( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills );
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int count = ( Core.SE ? possibleSkills.Count : possibleSkills.Count - 2 );
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SkillName sk, check;
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double bonus;
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bool found;
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do
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{
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found = false;
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sk = possibleSkills[Utility.Random( count-- )];
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possibleSkills.Remove(sk);
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for ( int i = 0; !found && i < 5; ++i )
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found = ( attrs.GetValues( i, out check, out bonus ) && check == sk );
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} while ( found && count > 0 );
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attrs.SetValues( index, sk, Scale( min, max, low, high ) );
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}
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private static void ApplyResistance( BaseArmor ar, int min, int max, ResistanceType res, int low, int high )
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{
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switch ( res )
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{
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case ResistanceType.Physical: ar.PhysicalBonus += Scale( min, max, low, high ); break;
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case ResistanceType.Fire: ar.FireBonus += Scale( min, max, low, high ); break;
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case ResistanceType.Cold: ar.ColdBonus += Scale( min, max, low, high ); break;
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case ResistanceType.Poison: ar.PoisonBonus += Scale( min, max, low, high ); break;
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case ResistanceType.Energy: ar.EnergyBonus += Scale( min, max, low, high ); break;
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}
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}
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private const int MaxProperties = 32;
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private static BitArray m_Props = new BitArray( MaxProperties );
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private static int[] m_Possible = new int[MaxProperties];
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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 void ApplyAttributesTo( BaseWeapon weapon )
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{
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CraftResourceInfo resInfo = CraftResources.GetInfo( m_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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if ( attrs == null )
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return;
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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( weapon, true, 0, attributeCount, min, max );
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}
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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 isRunicTool, int luckChance, int attributeCount, int min, int max )
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{
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m_IsRunicTool = isRunicTool;
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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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m_Props.Set( 2, true ); // ranged weapons cannot be ubws or mageweapon
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for ( int i = 0; i < attributeCount; ++i )
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{
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int random = GetUniqueRandom( 25 );
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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: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitPhysicalArea,2, 50, 2 ); break;
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case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2 ); break;
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case 2: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2 ); break;
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case 3: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2 ); break;
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case 4: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2 ); 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: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2 ); break;
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case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2 ); break;
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case 2: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2 ); break;
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case 3: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2 ); 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: ApplyAttribute( secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1 ); break;
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case 1: ApplyAttribute( secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10 ); break;
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}
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break;
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}
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case 3: ApplyAttribute( primary, min, max, AosAttribute.WeaponDamage, 1, 50 ); break;
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case 4: ApplyAttribute( primary, min, max, AosAttribute.DefendChance, 1, 15 ); break;
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case 5: ApplyAttribute( primary, min, max, AosAttribute.CastSpeed, 1, 1 ); break;
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case 6: ApplyAttribute( primary, min, max, AosAttribute.AttackChance, 1, 15 ); break;
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case 7: ApplyAttribute( primary, min, max, AosAttribute.Luck, 1, 100 ); break;
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case 8: ApplyAttribute( primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5 ); break;
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case 9: ApplyAttribute( primary, min, max, AosAttribute.SpellChanneling, 1, 1 ); break;
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case 10: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2 ); break;
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case 11: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2 ); break;
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case 12: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2 ); break;
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case 13: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2 ); break;
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case 14: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2 ); break;
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case 15: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2 ); break;
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case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10 ); break;
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case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
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case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
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case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
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case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
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case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
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case 22: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
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case 23: weapon.Slayer = GetRandomSlayer(); break;
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case 24: GetElementalDamages( weapon ); break;
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}
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}
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}
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public static void GetElementalDamages( BaseWeapon weapon )
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{
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GetElementalDamages( weapon, true );
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}
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public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder )
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{
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int fire, phys, cold, nrgy, pois, chaos, direct;
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weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
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int totalDamage = phys;
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AosElementAttribute[] attrs = new AosElementAttribute[]
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{
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AosElementAttribute.Cold,
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AosElementAttribute.Energy,
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AosElementAttribute.Fire,
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AosElementAttribute.Poison
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};
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if( randomizeOrder )
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{
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for( int i = 0; i < attrs.Length; i++ )
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{
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int rand = Utility.Random( attrs.Length );
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AosElementAttribute temp = attrs[i];
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attrs[i] = attrs[rand];
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attrs[rand] = temp;
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}
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}
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/*
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
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weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
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* */
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for( int i = 0; i < attrs.Length; i++ )
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totalDamage = AssignElementalDamage( weapon, attrs[i], totalDamage );
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//Order is Cold, Energy, Fire, Poison -> Physical left
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//Cannot be looped, AoselementAttribute is 'out of order'
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weapon.Hue = weapon.GetElementalDamageHue();
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}
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private static int AssignElementalDamage( BaseWeapon weapon, AosElementAttribute attr, int totalDamage )
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{
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if( totalDamage <= 0 )
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return 0;
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int random = Utility.Random( (int)(totalDamage/10) + 1 ) * 10;
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weapon.AosElementDamages[attr] = random;
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return (totalDamage - random);
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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( groups.Length -1 )]; //-1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
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SlayerEntry entry;
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if ( 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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if ( entries.Length == 0 )
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return SlayerName.None;
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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 void ApplyAttributesTo( BaseArmor armor )
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{
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CraftResourceInfo resInfo = CraftResources.GetInfo( m_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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if ( attrs == null )
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return;
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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( armor, true, 0, attributeCount, min, max );
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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 isRunicTool, int luckChance, int attributeCount, int min, int max )
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{
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m_IsRunicTool = isRunicTool;
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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: ApplyAttribute( primary, min, max, AosAttribute.SpellChanneling, 1, 1 ); break;
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case 1: ApplyAttribute( primary, min, max, AosAttribute.DefendChance, 1, 15 ); break;
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case 2:
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if (Core.ML) {
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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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|