public void SetRuneByOffer(int index, IRune rune)
    {
        int id_rune = -1;

        for (int i = 0; i < StaticValues.Items.Runes.Count; i++)
        {
            if (StaticValues.Items.Runes[i] == rune)
            {
                id_rune = i;
                break;
            }
        }
        if (id_rune >= 0)
        {
            switch (offer_item.Category)
            {
            case ItemCategory.Armor:
                IArmor armor = ((IArmor)offer_item);
                armor.Runes[index] = id_rune;
                break;

            case ItemCategory.Weapon:
                IWeapon weapon = ((IWeapon)offer_item);
                weapon.Runes[index] = id_rune;
                break;
            }
        }
    }
Beispiel #2
0
    public IRune(IRune item)
    {
        Stats    = item.Stats;
        Elements = item.Elements;
        Type     = item.Type;

        Name        = item.Name;
        Icon        = item.Icon;
        Category    = item.Category;
        Description = item.Description;
        Value       = item.Value;
        Stack       = item.Stack;
    }
Beispiel #3
0
    Stats CalculateStats(Item item)
    {
        Stats stats = new Stats();

        stats.AddStats(((IWeapon)item).Stats);
        for (int i = 0; i < ((IWeapon)item).Runes.Count; i++)
        {
            if (((IWeapon)item).Runes[i] >= 0)
            {
                IRune rune = StaticValues.Items.Runes[((IWeapon)item).Runes[i]];
                stats.AddStats(rune.Stats);
            }
        }
        return(stats);
    }
Beispiel #4
0
        public void ApplyEffects(NWCreature user, NWItem runeItem, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer  player                = NWPlayer.Wrap(user.Object);
            NWItem    targetItem            = NWItem.Wrap(target.Object);
            RuneSlots slots                 = _rune.GetRuneSlots(targetItem);
            CustomItemPropertyType runeType = _rune.GetRuneType(runeItem);
            int runeID = runeItem.GetLocalInt("RUNE_ID");

            string[] runeArgs      = runeItem.GetLocalString("RUNE_VALUE").Split(',');
            int      runeLevel     = runeItem.RecommendedLevel;
            int      levelIncrease = runeItem.LevelIncrease;

            var   dbRune = _db.Runes.Single(x => x.RuneID == runeID && x.IsActive);
            IRune rune   = App.ResolveByInterface <IRune>("Rune." + dbRune.Script);

            rune.Apply(player, targetItem, runeArgs);

            string description  = rune.Description(player, targetItem, runeArgs);
            bool   usePrismatic = false;

            switch (runeType)
            {
            case CustomItemPropertyType.RedRune:
                if (slots.FilledRedSlots < slots.RedSlots)
                {
                    targetItem.SetLocalInt("RUNIC_SLOT_RED_" + (slots.FilledRedSlots + 1), runeID);
                    targetItem.SetLocalString("RUNIC_SLOT_RED_DESC_" + (slots.FilledRedSlots + 1), description);
                    player.SendMessage("Rune installed into " + _color.Red("red") + " slot #" + (slots.FilledRedSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.BlueRune:
                if (slots.FilledBlueSlots < slots.BlueSlots)
                {
                    targetItem.SetLocalInt("RUNIC_SLOT_BLUE_" + (slots.FilledBlueSlots + 1), runeID);
                    targetItem.SetLocalString("RUNIC_SLOT_BLUE_DESC_" + (slots.FilledBlueSlots + 1), description);
                    player.SendMessage("Rune installed into " + _color.Blue("blue") + " slot #" + (slots.FilledBlueSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.GreenRune:
                if (slots.FilledBlueSlots < slots.GreenSlots)
                {
                    targetItem.SetLocalInt("RUNIC_SLOT_GREEN_" + (slots.FilledGreenSlots + 1), runeID);
                    targetItem.SetLocalString("RUNIC_SLOT_GREEN_DESC_" + (slots.FilledGreenSlots + 1), description);
                    player.SendMessage("Rune installed into " + _color.Green("green") + " slot #" + (slots.FilledGreenSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.YellowRune:
                if (slots.FilledBlueSlots < slots.YellowSlots)
                {
                    targetItem.SetLocalInt("RUNIC_SLOT_YELLOW_" + (slots.FilledYellowSlots + 1), runeID);
                    targetItem.SetLocalString("RUNIC_SLOT_YELLOW_DESC_" + (slots.FilledYellowSlots + 1), description);
                    player.SendMessage("Rune installed into " + _color.Yellow("yellow") + " slot #" + (slots.FilledYellowSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;
            }

            if (usePrismatic)
            {
                string prismaticText = _rune.PrismaticString();
                targetItem.SetLocalInt("RUNIC_SLOT_PRISMATIC_" + (slots.FilledPrismaticSlots + 1), runeID);
                targetItem.SetLocalString("RUNIC_SLOT_PRISMATIC_DESC_" + (slots.FilledPrismaticSlots + 1), description);
                player.SendMessage("Rune installed into " + prismaticText + " slot #" + (slots.FilledPrismaticSlots + 1));
            }

            targetItem.RecommendedLevel += levelIncrease;
            runeItem.Destroy();

            SkillType skillType;

            if (_item.ArmorBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                skillType = SkillType.Armorsmith;
            }
            else if (_item.WeaponBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                skillType = SkillType.Weaponsmith;
            }
            else
            {
                return;
            }

            PCSkill pcSkill = _skill.GetPCSkill(player, skillType);
            int     xp      = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(400, runeLevel, pcSkill.Rank);

            _skill.GiveSkillXP(player, skillType, xp);
        }
Beispiel #5
0
        public string IsValidTarget(NWCreature user, NWItem rune, NWObject target, Location targetLocation)
        {
            if (target.ObjectType != OBJECT_TYPE_ITEM)
            {
                return("Only items may be targeted by Runes.");
            }
            if (!user.IsPlayer)
            {
                return("Only players may use runes.");
            }
            NWPlayer player     = NWPlayer.Wrap(user.Object);
            NWItem   targetItem = NWItem.Wrap(target.Object);

            int runeLevel         = rune.RecommendedLevel;
            int itemLevel         = targetItem.RecommendedLevel;
            int requiredPerkLevel = runeLevel / 5;

            if (requiredPerkLevel <= 0)
            {
                requiredPerkLevel = 1;
            }
            int perkLevel = 0;
            CustomItemPropertyType runeType = _rune.GetRuneType(rune);
            RuneSlots runeSlots             = _rune.GetRuneSlots(targetItem);
            int       runeID = rune.GetLocalInt("RUNE_ID");

            string[] runeArgs = rune.GetLocalString("RUNE_VALUE").Split(',');

            // Check for a misconfigured rune item.
            if (runeType == CustomItemPropertyType.Unknown)
            {
                return("Rune color couldn't be found. Notify an admin that this rune item is not set up properly.");
            }
            if (runeID <= 0)
            {
                return("Rune ID couldn't be found. Notify an admin that this rune item is not set up properly.");
            }
            if (runeArgs.Length <= 0)
            {
                return("Rune value couldn't be found. Notify an admin that this rune item is not set up properly.");
            }

            // No available slots on target item
            if (runeType == CustomItemPropertyType.RedRune && !runeSlots.CanRedRuneBeAdded)
            {
                return("That item has no available red runic slots.");
            }
            if (runeType == CustomItemPropertyType.BlueRune && !runeSlots.CanBlueRuneBeAdded)
            {
                return("That item has no available blue runic slots.");
            }
            if (runeType == CustomItemPropertyType.GreenRune && !runeSlots.CanGreenRuneBeAdded)
            {
                return("That item has no available green runic slots.");
            }
            if (runeType == CustomItemPropertyType.YellowRune && !runeSlots.CanYellowRuneBeAdded)
            {
                return("That item has no available yellow runic slots.");
            }

            // Get the perk level based on target item type and rune type.
            if (_item.WeaponBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                switch (runeType)
                {
                case CustomItemPropertyType.RedRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.CombatRuneInstallationWeapons);
                    break;

                case CustomItemPropertyType.BlueRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.MagicRuneInstallationWeapons);
                    break;

                case CustomItemPropertyType.GreenRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.CraftingRuneInstallationWeapons);
                    break;

                case CustomItemPropertyType.YellowRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.SpecialRuneInstallationWeapons);
                    break;

                default:
                    perkLevel = 0;
                    break;
                }
            }
            else if (_item.ArmorBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                switch (runeType)
                {
                case CustomItemPropertyType.RedRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.CombatRuneInstallationArmors);
                    break;

                case CustomItemPropertyType.BlueRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.MagicRuneInstallationArmors);
                    break;

                case CustomItemPropertyType.GreenRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.CraftingRuneInstallationArmors);
                    break;

                case CustomItemPropertyType.YellowRune:
                    perkLevel = _perk.GetPCPerkLevel(player, PerkType.SpecialRuneInstallationArmors);
                    break;

                default:
                    perkLevel = 0;
                    break;
                }
            }

            // Ensure item isn't equipped.
            for (int slot = 0; slot < NUM_INVENTORY_SLOTS; slot++)
            {
                if (_.GetItemInSlot(slot, user.Object) == targetItem.Object)
                {
                    return("Targeted item must be unequipped before installing a rune.");
                }
            }

            // Check for perk level requirement
            if (perkLevel < requiredPerkLevel)
            {
                return("You do not have the necessary perk rank required. (Required: " + requiredPerkLevel + ")");
            }

            // Can't modify items above perk level * 10
            if (itemLevel > perkLevel * 10)
            {
                return("Your current perks allow you to add runes to items up to level " + perkLevel * 10 + ". This item is level " + itemLevel + " so you can't install a rune into it.");
            }

            // Item must be in the user's inventory.
            if (!targetItem.Possessor.Equals(player))
            {
                return("Targeted item must be in your inventory.");
            }

            // Look for a database entry for this rune type.
            var dbRune = _db.Runes.SingleOrDefault(x => x.RuneID == runeID && x.IsActive);

            if (dbRune == null)
            {
                return("Couldn't find a matching rune ID in the database. Inform an admin of this issue.");
            }

            // Run the individual rune's rules for application. Will return the error message or a null.
            IRune runeRules = App.ResolveByInterface <IRune>("Rune." + dbRune.Script);

            return(runeRules.CanApply(player, targetItem, runeArgs));
        }
Beispiel #6
0
    public void CreatePanel(Item item, int amount)
    {
        PartHead(item);
        PartSecond(item);
        switch (item.Category)
        {
        case ItemCategory.Weapon:
            Stats S_Weapon = CalculateStats(item);
            List <AttackElementRate> Elements = new List <AttackElementRate>();
            CalculateElements(Elements, ((IWeapon)item).OtherAttackElement);
            for (int i = 0; i < ((IWeapon)item).Runes.Count; i++)
            {
                if (((IWeapon)item).Runes[i] >= 0)
                {
                    IRune rune = StaticValues.Items.Runes[((IWeapon)item).Runes[i]];
                    CalculateElements(Elements, rune.Elements);
                }
            }
            PartDamage((IWeapon)item, S_Weapon, Elements);
            if (S_Weapon.Battle.armor_phisical > 0 || S_Weapon.Battle.armor_magicial > 0)
            {
                PartDefense(S_Weapon);
            }
            PartEffects(S_Weapon);
            PartRunes(((IWeapon)item).Runes);
            PartRequires(((IWeapon)item).Requires);
            PartOther(item, S_Weapon);
            PartAmmunition((IWeapon)item);
            break;

        case ItemCategory.Armor:
            Stats S_Armor = CalculateStats(item);
            if (S_Armor.Battle.armor_phisical > 0 || S_Armor.Battle.armor_magicial > 0)
            {
                PartDefense(S_Armor);
            }
            PartEffects(S_Armor);
            PartRunes(((IArmor)item).Runes);
            PartRequires(((IArmor)item).Requires);
            PartOther(item, S_Armor);
            break;

        case ItemCategory.Rune:
            PartEffects(((IRune)item).Stats);
            PartElements(((IRune)item).Elements);
            PartOther(item, ((IRune)item).Stats);
            break;

        case ItemCategory.Consume:
            PartRecover(((IConsume)item).Recover);
            PartEffects(((IConsume)item).Stats);
            PartState(((IConsume)item).AddState, "Add Effects");
            PartState(((IConsume)item).RemoveState, "Remove Effects");
            PartTrait(((IConsume)item).AddTrait, "Add Traits");
            PartTrait(((IConsume)item).RemoveTrait, "Remove Traits");
            break;

        case ItemCategory.Accessories:
            PartEffects(((IAccessories)item).Stats);
            PartOther(item, ((IAccessories)item).Stats);
            break;

        case ItemCategory.Throw:
            PartDamage((IThrow)item, ((IThrow)item).Battle);
            PartAttackThrow((IThrow)item);
            PartState(((IThrow)item).RemoveState, "Remove Effects");
            break;
        }
        PartDescription(item);
        PartFooter(item, amount);
        StartCoroutine(timeToShow());
    }
Beispiel #7
0
    void ActionMenu()
    {
        GUILayout.BeginHorizontal("box", GUILayout.ExpandWidth(true));
        if (GUILayout.Button("Add", GUILayout.Width(100)))
        {
            //my.States.Add(new State());
            switch (ICategory)
            {
            case ItemCategory.Weapon:
                IWeapon weapon = new IWeapon();
                weapon.Category = ItemCategory.Weapon;
                my.Weapons.Add(weapon);
                break;

            case ItemCategory.Armor:
                IArmor armor = new IArmor();
                armor.Category = ItemCategory.Armor;
                my.Armors.Add(armor);
                break;

            case ItemCategory.Consume:
                IConsume consume = new IConsume();
                consume.Category = ItemCategory.Consume;
                my.Consumes.Add(consume);
                break;

            case ItemCategory.Throw:
                IThrow itemThrow = new IThrow();
                itemThrow.Category = ItemCategory.Throw;
                my.Throws.Add(itemThrow);
                break;

            case ItemCategory.Component:
                IComponent component = new IComponent();
                component.Category = ItemCategory.Component;
                my.Components.Add(component);
                break;

            case ItemCategory.Recipe:
                IRecipe recipe = new IRecipe();
                recipe.Category = ItemCategory.Recipe;
                my.Recipes.Add(recipe);
                break;

            case ItemCategory.KeyItem:
                IKey key = new IKey();
                key.Category = ItemCategory.KeyItem;
                my.KeyItems.Add(key);
                break;

            case ItemCategory.Rune:
                IRune rune = new IRune();
                rune.Category = ItemCategory.Rune;
                my.Runes.Add(rune);
                break;

            case ItemCategory.Accessories:
                IAccessories accessories = new IAccessories();
                accessories.Category = ItemCategory.Accessories;
                my.Accessories.Add(accessories);
                break;
            }
        }
        if (GUILayout.Button("Remove", GUILayout.Width(100)))
        {
            switch (ICategory)
            {
            case ItemCategory.Weapon:
                if (my.Weapons.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Weapons.RemoveAt(my.Weapons.Count - 1);
                }
                break;

            case ItemCategory.Armor:
                if (my.Armors.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Armors.RemoveAt(my.Armors.Count - 1);
                }
                break;

            case ItemCategory.Consume:
                if (my.Consumes.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Consumes.RemoveAt(my.Consumes.Count - 1);
                }
                break;

            case ItemCategory.Throw:
                if (my.Throws.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Throws.RemoveAt(my.Throws.Count - 1);
                }
                break;

            case ItemCategory.Component:
                if (my.Components.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Components.RemoveAt(my.Components.Count - 1);
                }
                break;

            case ItemCategory.Recipe:
                if (my.Recipes.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Recipes.RemoveAt(my.Recipes.Count - 1);
                }
                break;

            case ItemCategory.KeyItem:
                if (my.KeyItems.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.KeyItems.RemoveAt(my.KeyItems.Count - 1);
                }
                break;

            case ItemCategory.Rune:
                if (my.Runes.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Runes.RemoveAt(my.Runes.Count - 1);
                }
                break;

            case ItemCategory.Accessories:
                if (my.Accessories.Count > 0)
                {
                    selected = null;
                    index    = 0;
                    my.Accessories.RemoveAt(my.Accessories.Count - 1);
                }
                break;
            }
        }
        GUILayout.EndHorizontal();
    }
Beispiel #8
0
    void RuneSwitch()
    {
        IRune rune = (IRune)selected;

        rune.Type = (IRune.TypeRune)EditorGUILayout.EnumPopup("Type", rune.Type);
        GUILayout.Space(20);
        GUILayout.BeginHorizontal();
        rune.Category = ItemCategory.Rune;
        Buttons();
        switch (rune.Type)
        {
        case IRune.TypeRune.Weapon:
            if (GUILayout.Button("Elements"))
            {
                typeEdit = 8;
            }
            if (GUILayout.Button("Atk state"))
            {
                typeEdit = 6;
            }
            break;

        case IRune.TypeRune.Armor:
            rune.Elements = new List <AttackElementRate>();
            if (typeEdit == 8)
            {
                typeEdit = 0;
            }
            if (GUILayout.Button("Resist state"))
            {
                typeEdit = 9;
            }
            break;
        }
        GUILayout.EndHorizontal();
        switch (typeEdit)
        {
        case 1:
            EditorFunctions.ViewBase(rune.Stats.Base);
            break;

        case 2:
            EditorFunctions.ViewBattle(rune.Stats.Battle);
            break;

        case 3:
            EditorFunctions.ViewAbility(rune.Stats.Ability);
            break;

        case 4:
            EditorFunctions.ViewResist(rune.Stats.Resistance);
            break;

        case 5:
            EditorFunctions.ViewOther(rune.Stats.Other);
            break;

        case 6:
            GUILayout.BeginVertical("box");
            EditorFunctions.ViewState(rune.Stats.AtkState, "Attack State");
            GUILayout.EndVertical();
            break;

        case 7:
            EditorFunctions.ViewSkills();
            break;

        case 8:
            ElementsPanel(rune.Elements);
            break;

        case 9:
            GUILayout.BeginVertical("box");
            EditorFunctions.ViewState(rune.Stats.ResistState, "Resist State");
            GUILayout.EndVertical();
            break;
        }
    }