servuo/Scripts/Items/- BaseClasses/BaseRunicTool.cs

937 lines
No EOL
36 KiB
C#

using System;
using System.Collections;
namespace Server.Items
{
public abstract class BaseRunicTool : BaseTool
{
private static readonly 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 readonly SkillName[] m_PossibleSpellbookSkills = new SkillName[]
{
SkillName.Magery,
SkillName.Meditation,
SkillName.EvalInt,
SkillName.MagicResist
};
private static readonly BitArray m_Props = new BitArray(MaxProperties);
private static readonly int[] m_Possible = new int[MaxProperties];
private static bool m_IsRunicTool;
private static int m_LuckChance;
private const int MaxProperties = 32;
private CraftResource m_Resource;
public BaseRunicTool(CraftResource resource, int itemID)
: base(itemID)
{
this.m_Resource = resource;
}
public BaseRunicTool(CraftResource resource, int uses, int itemID)
: base(uses, itemID)
{
this.m_Resource = resource;
}
public BaseRunicTool(Serial serial)
: base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
get
{
return this.m_Resource;
}
set
{
this.m_Resource = value;
this.Hue = CraftResources.GetHue(this.m_Resource);
this.InvalidateProperties();
}
}
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 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
}
else
{
m_Props.Set(25, true); // Only bows can be Balanced
m_Props.Set(26, true); // Only bows have Velocity
}
for (int i = 0; i < attributeCount; ++i)
{
int random = GetUniqueRandom(27);
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;
case 25:
BaseRanged brb = weapon as BaseRanged;
brb.Balanced = true;
break;
case 26:
BaseRanged brv = weapon as BaseRanged;
brv.Velocity = (Utility.RandomMinMax(2,50));
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();
}
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 (group.Entries.Length == 0 || 10 > Utility.Random(100)) // 10% chance to do super slayer
{
entry = group.Super;
}
else
{
SlayerEntry[] entries = group.Entries;
entry = entries[Utility.Random(entries.Length)];
}
return entry.Name;
}
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;
}
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0); // version
writer.Write((int)this.m_Resource);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
this.m_Resource = (CraftResource)reader.ReadInt();
break;
}
}
}
public void ApplyAttributesTo(BaseWeapon weapon)
{
CraftResourceInfo resInfo = CraftResources.GetInfo(this.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 void ApplyAttributesTo(BaseArmor armor)
{
CraftResourceInfo resInfo = CraftResources.GetInfo(this.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);
}
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 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);
}
}
}