public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player         = user.Object;
            var      effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);
            int      skillRank      = _skill.GetPCSkillRank(player, SkillType.Medicine);
            int      perkLevel      = _perk.GetPCPerkLevel(player, PerkType.ResuscitationDevices);
            int      rank           = item.GetLocalInt("RANK");
            int      baseHeal;

            switch (rank)
            {
            case 1:
                baseHeal = 1;
                break;

            case 2:
                baseHeal = 11;
                break;

            case 3:
                baseHeal = 31;
                break;

            case 4:
                baseHeal = 51;
                break;

            default: return;
            }

            baseHeal += perkLevel * 2;
            baseHeal += effectiveStats.Medicine / 2;
            baseHeal += item.MedicineBonus / 2;

            int   delta = item.RecommendedLevel - skillRank;
            float effectivenessPercent = 1.0f;

            if (delta > 0)
            {
                effectivenessPercent = effectivenessPercent - (delta * 0.1f);
            }

            baseHeal = (int)(baseHeal * effectivenessPercent);

            Player dbPlayer  = _data.Single <Player>(x => x.ID == user.GlobalID);
            int    hpRecover = (int)(target.MaxHP * (0.01f * baseHeal));
            int    fpRecover = (int)(dbPlayer.MaxFP * (0.01f * baseHeal));

            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectResurrection(), target);
            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(hpRecover), target);
            dbPlayer.CurrentFP = fpRecover;
            _data.SubmitDataChange(dbPlayer, DatabaseActionType.Update);
            player.SendMessage("You successfully resuscitate " + target.Name + "!");

            if (target.IsPlayer)
            {
                int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(600, item.RecommendedLevel, skillRank);
                _skill.GiveSkillXP(player, SkillType.Medicine, xp);
            }
        }
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            _customEffect.RemovePCCustomEffect(target.Object, CustomEffectType.Poison);

            foreach (Effect effect in target.Effects)
            {
                if (_.GetIsEffectValid(effect) == TRUE)
                {
                    int effectType = _.GetEffectType(effect);
                    if (effectType == EFFECT_TYPE_POISON || effectType == EFFECT_TYPE_DISEASE)
                    {
                        _.RemoveEffect(target.Object, effect);
                    }
                }
            }

            user.SendMessage("You successfully treat " + target.Name + "'s infection.");

            int rank = _skill.GetPCSkillRank(user.Object, SkillType.Medicine);

            if (target.IsPlayer)
            {
                int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(300, item.RecommendedLevel, rank);
                _skill.GiveSkillXP(user.Object, SkillType.Medicine, xp);
            }
        }
Beispiel #3
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player           = user.Object;
            int      ability          = item.GetLocalInt("ABILITY_TYPE");
            int      amount           = item.GetLocalInt("AMOUNT") + item.MedicineBonus;
            int      rank             = player.IsPlayer ? _skill.GetPCSkillRank(player, SkillType.Medicine) : 0;
            int      recommendedLevel = item.RecommendedLevel;
            float    duration         = 30.0f;
            int      perkLevel        = player.IsPlayer ? _perk.GetPCPerkLevel(player, PerkType.StimFiend) : 0;
            float    percentIncrease  = perkLevel * 0.25f;

            duration = duration + (duration * percentIncrease);
            Effect effect = _.EffectAbilityIncrease(ability, amount);

            effect = _.TagEffect(effect, "STIM_PACK_EFFECT");

            _.ApplyEffectToObject(NWScript.DURATION_TYPE_TEMPORARY, effect, target, duration);

            user.SendMessage("You inject " + target.Name + " with a stim pack. The stim pack will expire in " + duration + " seconds.");

            _.DelayCommand(duration + 0.5f, () => { player.SendMessage("The stim pack that you applied to " + target.Name + " has expired."); });

            if (!Equals(user, target))
            {
                NWCreature targetCreature = target.Object;
                targetCreature.SendMessage(user.Name + " injects you with a stim pack.");
            }

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(300, item.RecommendedLevel, rank);

            _skill.GiveSkillXP(player, SkillType.Medicine, xp);
        }
Beispiel #4
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        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player = NWPlayer.Wrap(user.Object);

            target.RemoveEffect(EFFECT_TYPE_REGENERATE);
            PCSkill skill             = _skill.GetPCSkill(player, SkillType.FirstAid);
            int     luck              = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            int     perkDurationBonus = _perk.GetPCPerkLevel(player, PerkType.HealingKitExpert) * 6 + (luck * 2);
            float   duration          = 30.0f + (skill.Rank * 0.4f) + perkDurationBonus;
            int     restoreAmount     = 1 + item.GetLocalInt("HEALING_BONUS") + player.EffectiveFirstAidBonus;

            int perkBlastBonus = _perk.GetPCPerkLevel(player, PerkType.ImmediateImprovement);

            if (perkBlastBonus > 0)
            {
                int blastHeal = restoreAmount * perkBlastBonus;
                if (_random.Random(100) + 1 <= luck / 2)
                {
                    blastHeal *= 2;
                }
                _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(blastHeal), target.Object);
            }

            Effect regeneration = _.EffectRegenerate(restoreAmount, 6.0f);

            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, regeneration, target.Object, duration);
            player.SendMessage("You successfully treat " + target.Name + "'s wounds.");

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, item.RecommendedLevel, skill.Rank);

            _skill.GiveSkillXP(player, SkillType.FirstAid, xp);
        }
        private void RunCreateItem(NWPlayer oPC, NWPlaceable device)
        {
            var model = GetPlayerCraftingData(oPC);

            CraftBlueprint blueprint = _db.CraftBlueprints.Single(x => x.CraftBlueprintID == model.BlueprintID);
            PCSkill        pcSkill   = _db.PCSkills.Single(x => x.PlayerID == oPC.GlobalID && x.SkillID == blueprint.SkillID);

            int   pcEffectiveLevel = CalculatePCEffectiveLevel(oPC, device, pcSkill.Rank);
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, model.AdjustedLevel);
            float equipmentBonus   = CalculateEquipmentBonus(oPC, (SkillType)blueprint.SkillID);

            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = NWItem.Wrap(_.CreateItemOnObject(blueprint.ItemResref, oPC.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = NWItem.Wrap(_.CreateItemOnObject(blueprint.ItemResref, oPC.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            foreach (var component in model.MainComponents)
            {
                ComponentBonusType bonus = ComponentBonusType.Unknown;
                foreach (var ip in component.ItemProperties)
                {
                    if (_.GetItemPropertyType(ip) == (int)CustomItemPropertyType.ComponentBonus)
                    {
                        bonus = (ComponentBonusType)_.GetItemPropertyCostTableValue(ip);
                    }
                }

                if (bonus == ComponentBonusType.Unknown)
                {
                    continue;
                }

                if (_random.RandomFloat() * 100.0f + equipmentBonus <= chance)
                {
                    foreach (var item in craftedItems)
                    {
                        ApplyComponentBonus(item, bonus);
                    }
                }
            }

            oPC.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            float xp = _skill.CalculateRegisteredSkillLevelAdjustedXP(250, model.AdjustedLevel, pcSkill.Rank);

            _skill.GiveSkillXP(oPC, blueprint.SkillID, (int)xp);
            ClearPlayerCraftingData(oPC);
        }
        public bool Run(params object[] args)
        {
            NWPlayer            player         = (NWPlayer)args[0];
            string              oreResref      = (string)args[1];
            List <ItemProperty> itemProperties = (List <ItemProperty>)args[2];

            player.IsBusy = false;

            int    rank        = _skill.GetPCSkillRank(player, SkillType.Engineering);
            int    level       = _craft.GetIngotLevel(oreResref);
            string ingotResref = _craft.GetIngotResref(oreResref);

            if (level < 0 || string.IsNullOrWhiteSpace(ingotResref))
            {
                return(false);
            }

            int delta = rank - level;
            int count = 2;

            if (delta > 2)
            {
                count = delta;
            }
            if (count > 4)
            {
                count = 4;
            }

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(player, PerkType.Lucky))
            {
                count++;
            }

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(player, PerkType.ProcessingEfficiency) * 10)
            {
                count++;
            }

            for (int x = 1; x <= count; x++)
            {
                var item = (_.CreateItemOnObject(ingotResref, player.Object));
                foreach (var ip in itemProperties)
                {
                    _biowareXP2.IPSafeAddItemProperty(item, ip, 0.0f, AddItemPropertyPolicy.IgnoreExisting, true, true);
                }
            }

            var effectiveStats   = _playerStat.GetPlayerItemEffectiveStats(player);
            int stronidiumAmount = 2 + effectiveStats.Harvesting;

            _.CreateItemOnObject("stronidium", player.Object, stronidiumAmount);

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, level, rank);

            _skill.GiveSkillXP(player, SkillType.Engineering, xp);
            return(true);
        }
        public bool Run(params object[] args)
        {
            NWPlayer    player = NWPlayer.Wrap(Object.OBJECT_SELF);
            NWPlaceable forge  = NWPlaceable.Wrap(player.GetLocalObject("FORGE"));
            string      resref = forge.GetLocalString("FORGE_ORE");

            forge.DeleteLocalObject("FORGE_USER");
            player.DeleteLocalObject("FORGE");
            forge.DeleteLocalString("FORGE_ORE");
            player.IsBusy = false;

            PCSkill pcSkill     = _skill.GetPCSkill(player, SkillType.Engineering);
            int     level       = _craft.GetIngotLevel(resref);
            string  ingotResref = _craft.GetIngotResref(resref);

            if (pcSkill == null || level < 0 || string.IsNullOrWhiteSpace(ingotResref))
            {
                return(false);
            }

            int delta = pcSkill.Rank - level;
            int count = 2;

            if (delta > 2)
            {
                count = delta;
            }
            if (count > 6)
            {
                count = 6;
            }

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(player, PerkType.Lucky))
            {
                count++;
            }

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(player, PerkType.ProcessingEfficiency) * 10)
            {
                count++;
            }

            for (int x = 1; x <= count; x++)
            {
                _.CreateItemOnObject(ingotResref, player.Object);
            }

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, level, pcSkill.Rank);

            _skill.GiveSkillXP(player, SkillType.Engineering, xp);

            if (_random.Random(100) + 1 <= 3)
            {
                _food.DecreaseHungerLevel(player, 1);
            }
            return(true);
        }
Beispiel #8
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            int growingPlantID = target.GetLocalInt("GROWING_PLANT_ID");

            if (growingPlantID <= 0)
            {
                user.SendMessage("Water jugs can only target growing plants.");
                return;
            }
            GrowingPlant growingPlant = _db.GrowingPlants.Single(x => x.GrowingPlantID == growingPlantID);

            if (growingPlant.WaterStatus <= 0)
            {
                user.SendMessage("That plant doesn't need to be watered at this time.");
                return;
            }

            if (item.Charges <= 0)
            {
                user.SendMessage("There's no water in that jug!");
                return;
            }

            PlayerCharacter pcEntity = _db.PlayerCharacters.Single(x => x.PlayerID == user.GlobalID);

            // Farmers get a 5% chance to not expend a charge.
            if (pcEntity.BackgroundID != (int)BackgroundType.Farmer || _random.Random(100) + 1 > 5)
            {
                item.Charges--;
            }

            int remainingTicks = growingPlant.RemainingTicks;

            if (growingPlant.WaterStatus > 1)
            {
                remainingTicks = remainingTicks / 2;
            }

            growingPlant.WaterStatus    = 0;
            growingPlant.RemainingTicks = remainingTicks;
            _db.SaveChanges();

            user.SendMessage("You water the plant.");

            PCSkill pcSkill = _skill.GetPCSkill((NWPlayer)user, SkillType.Farming);

            if (pcSkill == null)
            {
                return;
            }

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, growingPlant.Plant.Level, pcSkill.Rank);

            _skill.GiveSkillXP((NWPlayer)user, SkillType.Farming, xp);
        }
Beispiel #9
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        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player         = (user.Object);
            var      effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);

            target.RemoveEffect(EFFECT_TYPE_REGENERATE);
            int   rank = _skill.GetPCSkillRank(player, SkillType.Medicine);
            int   luck = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            int   perkDurationBonus    = _perk.GetPCPerkLevel(player, PerkType.HealingKitExpert) * 6 + (luck * 2);
            float duration             = 30.0f + (rank * 0.4f) + perkDurationBonus;
            int   restoreAmount        = 1 + item.GetLocalInt("HEALING_BONUS") + effectiveStats.Medicine + item.MedicineBonus;
            int   delta                = item.RecommendedLevel - rank;
            float effectivenessPercent = 1.0f;

            if (delta > 0)
            {
                effectivenessPercent = effectivenessPercent - (delta * 0.1f);
            }

            restoreAmount = (int)(restoreAmount * effectivenessPercent);

            int perkBlastBonus = _perk.GetPCPerkLevel(player, PerkType.ImmediateImprovement);

            if (perkBlastBonus > 0)
            {
                int blastHeal = restoreAmount * perkBlastBonus;
                if (_random.Random(100) + 1 <= luck / 2)
                {
                    blastHeal *= 2;
                }
                _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(blastHeal), target.Object);
            }

            float          interval   = 6.0f;
            BackgroundType background = (BackgroundType)player.Class1;

            if (background == BackgroundType.Medic)
            {
                interval *= 0.5f;
            }

            Effect regeneration = _.EffectRegenerate(restoreAmount, interval);

            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, regeneration, target.Object, duration);
            player.SendMessage("You successfully treat " + target.Name + "'s wounds. The healing kit will expire in " + duration + " seconds.");

            _.DelayCommand(duration + 0.5f, () => { player.SendMessage("The healing kit that you applied to " + target.Name + " has expired."); });

            if (target.IsPlayer)
            {
                int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(300, item.RecommendedLevel, rank);
                _skill.GiveSkillXP(player, SkillType.Medicine, xp);
            }
        }
Beispiel #10
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        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player               = (user.Object);
            var      effectiveStats       = _playerStat.GetPlayerItemEffectiveStats(player);
            int      rank                 = _skill.GetPCSkillRank(player, SkillType.Medicine);
            int      luck                 = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            int      perkDurationBonus    = _perk.GetPCPerkLevel(player, PerkType.HealingKitExpert) * 6 + (luck * 2);
            float    duration             = 30.0f + (rank * 0.4f) + perkDurationBonus;
            int      restoreAmount        = 1 + item.GetLocalInt("HEALING_BONUS") + effectiveStats.Medicine + item.MedicineBonus;
            int      delta                = item.RecommendedLevel - rank;
            float    effectivenessPercent = 1.0f;

            if (delta > 0)
            {
                effectivenessPercent = effectivenessPercent - (delta * 0.1f);
            }

            restoreAmount = (int)(restoreAmount * effectivenessPercent);

            int perkBlastBonus = _perk.GetPCPerkLevel(player, PerkType.ImmediateForcePack);

            if (perkBlastBonus > 0)
            {
                int blastHeal = restoreAmount * perkBlastBonus;
                if (_random.Random(100) + 1 <= luck / 2)
                {
                    blastHeal *= 2;
                }

                _ability.RestoreFP(target.Object, blastHeal);
            }

            float          interval   = 6.0f;
            BackgroundType background = (BackgroundType)player.Class1;

            if (background == BackgroundType.Medic)
            {
                interval *= 0.5f;
            }

            string data = (int)interval + ", " + restoreAmount;

            _customEffect.ApplyCustomEffect(user, target.Object, CustomEffectType.ForcePack, (int)duration, restoreAmount, data);

            player.SendMessage("You successfully apply a force pack to " + target.Name + ". The force pack will expire in " + duration + " seconds.");

            _.DelayCommand(duration + 0.5f, () => { player.SendMessage("The force pack that you applied to " + target.Name + " has expired."); });

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(300, item.RecommendedLevel, rank);

            _skill.GiveSkillXP(player, SkillType.Medicine, xp);
        }
Beispiel #11
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        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player = NWPlayer.Wrap(user.Object);

            _customEffect.RemovePCCustomEffect((NWPlayer)target, CustomEffectType.Bleeding);
            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(2 + player.EffectiveFirstAidBonus / 2), target.Object);
            player.SendMessage("You finish bandaging " + target.Name + "'s wounds.");

            PCSkill skill = _skill.GetPCSkill(player, SkillType.FirstAid);
            int     xp    = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, item.RecommendedLevel, skill.Rank);

            _skill.GiveSkillXP(player, SkillType.FirstAid, xp);
        }
Beispiel #12
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        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            string growingPlantID = target.GetLocalString("GROWING_PLANT_ID");

            if (string.IsNullOrWhiteSpace(growingPlantID))
            {
                user.SendMessage("Water jugs can only target growing plants.");
                return;
            }
            GrowingPlant growingPlant = _data.Single <GrowingPlant>(x => x.ID == new Guid(growingPlantID));
            var          plant        = _data.Get <Plant>(growingPlant.PlantID);

            if (growingPlant.WaterStatus <= 0)
            {
                user.SendMessage("That plant doesn't need to be watered at this time.");
                return;
            }

            if (item.Charges <= 0)
            {
                user.SendMessage("There's no water in that jug!");
                return;
            }

            int remainingTicks = growingPlant.RemainingTicks;

            if (growingPlant.WaterStatus > 1)
            {
                remainingTicks = remainingTicks / 2;
            }

            growingPlant.WaterStatus    = 0;
            growingPlant.RemainingTicks = remainingTicks;
            _data.SubmitDataChange(growingPlant, DatabaseActionType.Update);

            user.SendMessage("You water the plant.");

            int rank = _skill.GetPCSkillRank((NWPlayer)user, SkillType.Farming);

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, plant.Level, rank);

            _skill.GiveSkillXP((NWPlayer)user, SkillType.Farming, xp);
        }
Beispiel #13
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player         = (user.Object);
            var      effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);

            _customEffect.RemovePCCustomEffect(target.Object, CustomEffectType.Bleeding);
            player.SendMessage("You finish bandaging " + target.Name + "'s wounds.");

            int rank = _skill.GetPCSkillRank(player, SkillType.Medicine);

            int healAmount = 2 + effectiveStats.Medicine / 2;

            healAmount += item.MedicineBonus;
            if (rank >= item.RecommendedLevel && item.MedicineBonus > 0)
            {
                _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(healAmount), target);
            }

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, item.RecommendedLevel, rank);

            _skill.GiveSkillXP(player, SkillType.Medicine, xp);
        }
Beispiel #14
0
        private void RunCreateItem(NWPlayer player)
        {
            var model = _craft.GetPlayerCraftingData(player);

            CraftBlueprint blueprint     = _data.Single <CraftBlueprint>(x => x.ID == model.BlueprintID);
            BaseStructure  baseStructure = blueprint.BaseStructureID == null ? null : _data.Get <BaseStructure>(blueprint.BaseStructureID);
            PCSkill        pcSkill       = _skill.GetPCSkill(player, blueprint.SkillID);

            int   pcEffectiveLevel = _craft.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
            int   itemLevel        = model.AdjustedLevel;
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel);
            float equipmentBonus   = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);

            if (chance <= 1.0f)
            {
                player.FloatingText(_color.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
                _craft.ClearPlayerCraftingData(player, true);
                return;
            }

            int    luckyBonus   = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            // Recommended level gets set regardless if all item properties make it on the final product.
            // Also mark who crafted the item. This is later used for display on the item's examination event.
            foreach (var item in craftedItems)
            {
                item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
                item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());

                _base.ApplyCraftedItemLocalVariables(item, baseStructure);
            }

            if (_random.Random(1, 100) <= luckyBonus)
            {
                chance += _random.Random(1, luckyBonus);
            }

            int successAmount = 0;

            foreach (var component in model.MainComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.SecondaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.TertiaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.EnhancementComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }

            // Structures gain increased durability based on the blueprint
            if (baseStructure != null)
            {
                foreach (var item in craftedItems)
                {
                    var maxDur = _durability.GetMaxDurability(item);
                    maxDur += (float)baseStructure.Durability;
                    _durability.SetMaxDurability(item, maxDur);
                    _durability.SetDurability(item, maxDur);
                }
            }

            player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            int   baseXP = 250 + successAmount * _random.Random(1, 50);
            float xp     = _skill.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);

            var pcCraftedBlueprint = _data.SingleOrDefault <PCCraftedBlueprint>(x => x.PlayerID == player.GlobalID && x.CraftBlueprintID == blueprint.ID);

            if (pcCraftedBlueprint == null)
            {
                xp = xp * 1.25f;
                player.SendMessage("You receive an XP bonus for crafting this item for the first time.");

                pcCraftedBlueprint = new PCCraftedBlueprint
                {
                    CraftBlueprintID = blueprint.ID,
                    DateFirstCrafted = DateTime.UtcNow,
                    PlayerID         = player.GlobalID
                };

                _data.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
            }

            _skill.GiveSkillXP(player, blueprint.SkillID, (int)xp);
            _craft.ClearPlayerCraftingData(player, true);
        }
Beispiel #15
0
        public void ApplyEffects(NWCreature user, NWItem modItem, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player                = (user.Object);
            NWItem   targetItem            = (target.Object);
            ModSlots slots                 = _mod.GetModSlots(targetItem);
            CustomItemPropertyType modType = _mod.GetModType(modItem);
            int modID = modItem.GetLocalInt("RUNE_ID");

            string[] modArgs       = modItem.GetLocalString("RUNE_VALUE").Split(',');
            int      modLevel      = modItem.RecommendedLevel;
            int      levelIncrease = modItem.LevelIncrease;

            var dbMod = _data.Single <Data.Entity.Mod>(x => x.ID == modID && x.IsActive);

            App.ResolveByInterface <IMod>("Mod." + dbMod.Script, mod =>
            {
                mod.Apply(player, targetItem, modArgs);

                string description = mod.Description(player, targetItem, modArgs);
                bool usePrismatic  = false;
                switch (modType)
                {
                case CustomItemPropertyType.RedMod:
                    if (slots.FilledRedSlots < slots.RedSlots)
                    {
                        targetItem.SetLocalInt("MOD_SLOT_RED_" + (slots.FilledRedSlots + 1), modID);
                        targetItem.SetLocalString("MOD_SLOT_RED_DESC_" + (slots.FilledRedSlots + 1), description);
                        player.SendMessage("Mod installed into " + _color.Red("red") + " slot #" + (slots.FilledRedSlots + 1));
                    }
                    else
                    {
                        usePrismatic = true;
                    }
                    break;

                case CustomItemPropertyType.BlueMod:
                    if (slots.FilledBlueSlots < slots.BlueSlots)
                    {
                        targetItem.SetLocalInt("MOD_SLOT_BLUE_" + (slots.FilledBlueSlots + 1), modID);
                        targetItem.SetLocalString("MOD_SLOT_BLUE_DESC_" + (slots.FilledBlueSlots + 1), description);
                        player.SendMessage("Mod installed into " + _color.Blue("blue") + " slot #" + (slots.FilledBlueSlots + 1));
                    }
                    else
                    {
                        usePrismatic = true;
                    }
                    break;

                case CustomItemPropertyType.GreenMod:
                    if (slots.FilledBlueSlots < slots.GreenSlots)
                    {
                        targetItem.SetLocalInt("MOD_SLOT_GREEN_" + (slots.FilledGreenSlots + 1), modID);
                        targetItem.SetLocalString("MOD_SLOT_GREEN_DESC_" + (slots.FilledGreenSlots + 1), description);
                        player.SendMessage("Mod installed into " + _color.Green("green") + " slot #" + (slots.FilledGreenSlots + 1));
                    }
                    else
                    {
                        usePrismatic = true;
                    }
                    break;

                case CustomItemPropertyType.YellowMod:
                    if (slots.FilledBlueSlots < slots.YellowSlots)
                    {
                        targetItem.SetLocalInt("MOD_SLOT_YELLOW_" + (slots.FilledYellowSlots + 1), modID);
                        targetItem.SetLocalString("MOD_SLOT_YELLOW_DESC_" + (slots.FilledYellowSlots + 1), description);
                        player.SendMessage("Mod installed into " + _color.Yellow("yellow") + " slot #" + (slots.FilledYellowSlots + 1));
                    }
                    else
                    {
                        usePrismatic = true;
                    }
                    break;
                }

                if (usePrismatic)
                {
                    string prismaticText = _mod.PrismaticString();
                    targetItem.SetLocalInt("MOD_SLOT_PRISMATIC_" + (slots.FilledPrismaticSlots + 1), modID);
                    targetItem.SetLocalString("MOD_SLOT_PRISMATIC_DESC_" + (slots.FilledPrismaticSlots + 1), description);
                    player.SendMessage("Mod installed into " + prismaticText + " slot #" + (slots.FilledPrismaticSlots + 1));
                }

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

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

                int rank = _skill.GetPCSkillRank(player, skillType);
                int xp   = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(400, modLevel, rank);
                _skill.GiveSkillXP(player, skillType, xp);
            });
        }
Beispiel #16
0
        public bool Run(params object[] args)
        {
            NWPlaceable point = NWPlaceable.Wrap(Object.OBJECT_SELF);
            const int   baseChanceToFullyHarvest = 50;
            bool        alwaysDestroys           = point.GetLocalInt("FORAGE_POINT_ALWAYS_DESTROYS") == 1;

            NWPlayer oPC             = NWPlayer.Wrap(_.GetLastOpenedBy());
            bool     hasBeenSearched = point.GetLocalInt("FORAGE_POINT_FULLY_HARVESTED") == 1;

            if (hasBeenSearched)
            {
                oPC.SendMessage("There's nothing left to harvest here...");
                return(true);
            }

            // Not fully harvested but the timer hasn't counted down yet.
            int refillTick = point.GetLocalInt("FORAGE_POINT_REFILL_TICKS");

            if (refillTick > 0)
            {
                oPC.SendMessage("You couldn't find anything new here. Check back later...");
                return(true);
            }

            if (!oPC.IsPlayer && !oPC.IsDM)
            {
                return(false);
            }
            PCSkill pcSkill = _skill.GetPCSkill(oPC, SkillType.Forage);

            if (pcSkill == null)
            {
                return(false);
            }

            int lootTableID = point.GetLocalInt("FORAGE_POINT_LOOT_TABLE_ID");
            int level       = point.GetLocalInt("FORAGE_POINT_LEVEL");
            int rank        = pcSkill.Rank;
            int delta       = level - rank;

            if (delta > 8)
            {
                oPC.SendMessage("You aren't skilled enough to forage through this. (Required Level: " + (level - 8) + ")");
                oPC.AssignCommand(() => _.ActionInteractObject(point.Object));
                return(true);
            }

            int dc = 6 + delta;

            if (dc <= 4)
            {
                dc = 4;
            }
            int searchAttempts = 1 + CalculateSearchAttempts(oPC);

            int luck = _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + oPC.EffectiveLuckBonus;

            if (_random.Random(100) + 1 <= luck / 2)
            {
                dc--;
            }

            oPC.AssignCommand(() => _.ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0f, 2.0f));

            for (int attempt = 1; attempt <= searchAttempts; attempt++)
            {
                int roll = _random.Random(20) + 1;
                if (roll >= dc)
                {
                    oPC.FloatingText(_color.SkillCheck("Search: *success*: (" + roll + " vs. DC: " + dc + ")"));
                    ItemVO spawnItem = _loot.PickRandomItemFromLootTable(lootTableID);

                    if (spawnItem == null)
                    {
                        return(false);
                    }

                    if (!string.IsNullOrWhiteSpace(spawnItem.Resref) && spawnItem.Quantity > 0)
                    {
                        _.CreateItemOnObject(spawnItem.Resref, point.Object, spawnItem.Quantity);
                    }

                    float xp = _skill.CalculateRegisteredSkillLevelAdjustedXP(50, level, rank);
                    _skill.GiveSkillXP(oPC, SkillType.Forage, (int)xp);
                }
                else
                {
                    oPC.FloatingText(_color.SkillCheck("Search: *failure*: (" + roll + " vs. DC: " + dc + ")"));

                    float xp = _skill.CalculateRegisteredSkillLevelAdjustedXP(10, level, rank);
                    _skill.GiveSkillXP(oPC, SkillType.Forage, (int)xp);
                }
                dc += _random.Random(3) + 1;
            }

            if (_random.Random(100) + 1 <= 3)
            {
                _food.DecreaseHungerLevel(oPC, 1);
            }


            // Chance to destroy the forage point.
            int chanceToFullyHarvest = baseChanceToFullyHarvest - (_perk.GetPCPerkLevel(oPC, PerkType.CarefulForager) * 5);
            int growingPlantID       = point.GetLocalInt("GROWING_PLANT_ID");

            if (growingPlantID > 0)
            {
                Data.Entities.GrowingPlant growingPlant = _farming.GetGrowingPlantByID(growingPlantID);
                chanceToFullyHarvest = chanceToFullyHarvest - (growingPlant.LongevityBonus);
            }

            if (chanceToFullyHarvest <= 5)
            {
                chanceToFullyHarvest = 5;
            }

            if (alwaysDestroys || _random.Random(100) + 1 <= chanceToFullyHarvest)
            {
                point.SetLocalInt("FORAGE_POINT_FULLY_HARVESTED", 1);
                oPC.SendMessage("This resource has been fully harvested...");
            }
            // Otherwise the forage point will be refilled in 10-20 minutes.
            else
            {
                point.SetLocalInt("FORAGE_POINT_REFILL_TICKS", 100 + _random.Random(100));
            }

            point.SetLocalInt("FORAGE_POINT_DESPAWN_TICKS", 30);

            return(true);
        }
Beispiel #17
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 #18
0
        public bool Run(params object[] args)
        {
            NWPlaceable container = NWPlaceable.Wrap(Object.OBJECT_SELF);
            NWPlayer    oPC       = NWPlayer.Wrap(_.GetLastDisturbed());
            int         type      = _.GetInventoryDisturbType();
            NWItem      item      = NWItem.Wrap(_.GetInventoryDisturbItem());

            if (type != INVENTORY_DISTURB_TYPE_ADDED)
            {
                return(false);
            }

            int plantID = item.GetLocalInt("PLANT_ID");

            if (plantID <= 0)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You cannot plant that item.");
                return(true);
            }

            Plant plant = _farming.GetPlantByID(plantID);

            if (plant == null)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You cannot plant that item.");
                return(true);
            }

            PCSkill pcSkill = _skill.GetPCSkill(oPC, SkillType.Farming);
            int     rank    = 0;

            if (pcSkill != null)
            {
                rank = pcSkill.Rank;
            }

            if (rank + 2 < plant.Level)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You do not have enough Farming skill to plant that seed. (Required: " + (plant.Level - 2) + ")");
                return(true);
            }

            item.Destroy();

            string   areaTag       = container.Area.Tag;
            Location plantLocation = container.Location;
            int      perkBonus     = _perk.GetPCPerkLevel(oPC, PerkType.FarmingEfficiency) * 2;
            int      ticks         = (int)(plant.BaseTicks - ((_perk.GetPCPerkLevel(oPC, PerkType.ExpertFarmer) * 0.05f)) * plant.BaseTicks);

            Data.Entities.GrowingPlant growingPlant = new Data.Entities.GrowingPlant();
            growingPlant.PlantID             = plant.PlantID;
            growingPlant.RemainingTicks      = ticks;
            growingPlant.LocationAreaTag     = areaTag;
            growingPlant.LocationOrientation = _.GetFacingFromLocation(plantLocation);
            growingPlant.LocationX           = _.GetPositionFromLocation(plantLocation).m_X;
            growingPlant.LocationY           = _.GetPositionFromLocation(plantLocation).m_Y;
            growingPlant.LocationZ           = _.GetPositionFromLocation(plantLocation).m_Z;
            growingPlant.IsActive            = true;
            growingPlant.DateCreated         = DateTime.UtcNow;
            growingPlant.LongevityBonus      = perkBonus;

            _db.GrowingPlants.Add(growingPlant);
            _db.SaveChanges();

            NWPlaceable hole     = NWPlaceable.Wrap(container.GetLocalObject("FARM_SMALL_HOLE"));
            NWPlaceable plantPlc = NWPlaceable.Wrap(_.CreateObject(OBJECT_TYPE_PLACEABLE, "growing_plant", hole.Location));

            plantPlc.SetLocalInt("GROWING_PLANT_ID", growingPlant.GrowingPlantID);
            plantPlc.Name = "Growing Plant (" + plant.Name + ")";

            container.Destroy();
            hole.Destroy();

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(200, plant.Level, rank);

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + oPC.EffectiveLuckBonus)
            {
                xp *= 2;
            }

            _skill.GiveSkillXP(oPC, SkillType.Farming, xp);
            return(true);
        }
Beispiel #19
0
        public bool Run(params object[] args)
        {
            NWPlaceable container      = (Object.OBJECT_SELF);
            NWPlayer    oPC            = (_.GetLastDisturbed());
            int         type           = _.GetInventoryDisturbType();
            NWItem      item           = (_.GetInventoryDisturbItem());
            var         effectiveStats = _playerStat.GetPlayerItemEffectiveStats(oPC);

            if (type != NWScript.INVENTORY_DISTURB_TYPE_ADDED)
            {
                return(false);
            }

            int plantID = item.GetLocalInt("PLANT_ID");

            if (plantID <= 0)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You cannot plant that item.");
                return(true);
            }

            Plant plant = _farming.GetPlantByID(plantID);

            if (plant == null)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You cannot plant that item.");
                return(true);
            }

            int rank = _skill.GetPCSkillRank(oPC, SkillType.Farming);

            if (rank + 2 < plant.Level)
            {
                _item.ReturnItem(oPC, item);
                oPC.SendMessage("You do not have enough Farming skill to plant that seed. (Required: " + (plant.Level - 2) + ")");
                return(true);
            }

            item.Destroy();

            string   areaTag       = container.Area.Tag;
            Location plantLocation = container.Location;
            int      perkBonus     = _perk.GetPCPerkLevel(oPC, PerkType.FarmingEfficiency) * 2;
            int      ticks         = (int)(plant.BaseTicks - ((_perk.GetPCPerkLevel(oPC, PerkType.ExpertFarmer) * 0.05f)) * plant.BaseTicks);

            Data.Entity.GrowingPlant growingPlant = new Data.Entity.GrowingPlant
            {
                PlantID             = plant.ID,
                RemainingTicks      = ticks,
                LocationAreaTag     = areaTag,
                LocationOrientation = _.GetFacingFromLocation(plantLocation),
                LocationX           = _.GetPositionFromLocation(plantLocation).m_X,
                LocationY           = _.GetPositionFromLocation(plantLocation).m_Y,
                LocationZ           = _.GetPositionFromLocation(plantLocation).m_Z,
                IsActive            = true,
                DateCreated         = DateTime.UtcNow,
                LongevityBonus      = perkBonus
            };

            _data.SubmitDataChange(growingPlant, DatabaseActionType.Insert);

            NWPlaceable hole     = (container.GetLocalObject("FARM_SMALL_HOLE"));
            NWPlaceable plantPlc = (_.CreateObject(NWScript.OBJECT_TYPE_PLACEABLE, "growing_plant", hole.Location));

            plantPlc.SetLocalString("GROWING_PLANT_ID", growingPlant.ID.ToString());
            plantPlc.Name = "Growing Plant (" + plant.Name + ")";

            container.Destroy();
            hole.Destroy();

            int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(200, plant.Level, rank);

            if (_random.Random(100) + 1 <= _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + effectiveStats.Luck)
            {
                xp *= 2;
            }

            _skill.GiveSkillXP(oPC, SkillType.Farming, xp);
            return(true);
        }
Beispiel #20
0
        public bool Run(params object[] args)
        {
            NWPlaceable oSite = NWPlaceable.Wrap(Object.OBJECT_SELF);
            NWPlayer    oPC   = NWPlayer.Wrap(_.GetLastAttacker(oSite.Object));
            int         constructionSiteID = _structure.GetConstructionSiteID(oSite);

            if (constructionSiteID <= 0)
            {
                oPC.FloatingText("You must select a blueprint before you can build.");
                oPC.ClearAllActions();
                return(true);
            }

            NWItem weapon     = NWItem.Wrap(_.GetLastWeaponUsed(oPC.Object));
            int    weaponType = weapon.BaseItemType;

            if (weaponType != BASE_ITEM_LIGHTHAMMER)
            {
                oPC.FloatingText("A hammer must be equipped to build this structure.");
                oPC.ClearAllActions();
                return(true);
            }

            // Offhand weapons don't contribute to building.
            if (weapon.Equals(oPC.LeftHand))
            {
                return(true);
            }

            if (!_structure.IsConstructionSiteValid(oSite))
            {
                oPC.FloatingText("Construction site is invalid. Please click the construction site to find out more.");
                oPC.ClearAllActions();
                return(true);
            }


            Data.Entities.ConstructionSite entity = _structure.GetConstructionSiteByID(constructionSiteID);


            if (weapon.CraftTierLevel < entity.StructureBlueprint.CraftTierLevel)
            {
                oPC.FloatingText("Your hammer cannot be used with this blueprint. (Required Tool Level: " + entity.StructureBlueprint.CraftTierLevel + ")");
                oPC.ClearAllActions();
                return(true);
            }

            int    rank          = _skill.GetPCSkill(oPC, SkillType.Construction).Rank;
            int    mangleChance  = CalculateMangleChance(oPC, entity.StructureBlueprint.Level, rank);
            bool   isMangle      = _random.Random(100) + 1 <= mangleChance;
            bool   foundResource = false;
            string updateMessage = "You lack the necessary resources...";

            int totalAmount = 0;

            foreach (ConstructionSiteComponent comp in entity.ConstructionSiteComponents)
            {
                if (comp.Quantity > 0 && !foundResource)
                {
                    NWItem item = NWItem.Wrap(_.GetItemPossessedBy(oPC.Object, comp.StructureComponent.Resref));
                    if (item.IsValid)
                    {
                        int reuseChance = isMangle ? 0 : _perk.GetPCPerkLevel(oPC, PerkType.ConservativeConstruction) * 2 + _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + oPC.EffectiveLuckBonus;
                        if (_random.Random(100) + 1 <= reuseChance)
                        {
                            oPC.SendMessage("You conserve a resource...");
                        }
                        else
                        {
                            item.ReduceItemStack();
                        }

                        if (isMangle)
                        {
                            oPC.SendMessage(_color.Red("You mangle a resource due to your lack of skill..."));
                            return(true);
                        }

                        string name = _item.GetNameByResref(comp.StructureComponent.Resref);
                        comp.Quantity--;
                        updateMessage = "You need " + comp.Quantity + " " + name + " to complete this project.";
                        foundResource = true;
                    }
                }
                totalAmount += comp.Quantity;
            }

            oPC.DelayCommand(() => oPC.SendMessage(updateMessage), 0.75f);

            if (totalAmount <= 0)
            {
                _structure.CompleteStructure(oSite);
            }
            else if (foundResource)
            {
                _structure.SaveChanges();
                _durability.RunItemDecay(oPC, weapon);

                if (entity.StructureBlueprint.GivesSkillXP)
                {
                    int xp = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(100, 0, rank);
                    _skill.GiveSkillXP(oPC, SkillType.Construction, xp);
                }

                // Speedy Builder - Grants haste for 8 seconds
                int hasteChance = _perk.GetPCPerkLevel(oPC, PerkType.SpeedyBuilder) * 10;

                if (hasteChance > 0)
                {
                    hasteChance += _perk.GetPCPerkLevel(oPC, PerkType.Lucky) * 2 + oPC.EffectiveLuckBonus;
                }

                PlayerCharacter pcEntity = _player.GetPlayerEntity(oPC);
                if (pcEntity.BackgroundID == (int)BackgroundType.ConstructionBuilder)
                {
                    hasteChance += 10;
                }

                if (_random.Random(100) + 1 <= hasteChance)
                {
                    _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectHaste(), oPC.Object, 8.0f);
                }
            }
            else
            {
                oPC.ClearAllActions();
            }
            return(true);
        }
Beispiel #21
0
        public bool Run(params object[] args)
        {
            NWPlaceable resource = NWPlaceable.Wrap(Object.OBJECT_SELF);
            NWPlayer    oPC      = NWPlayer.Wrap(_.GetLastDamager(resource.Object));

            if (oPC.GetLocalInt("NOT_USING_CORRECT_WEAPON") == 1)
            {
                oPC.DeleteLocalInt("NOT_USING_CORRECT_WEAPON");
                return(true);
            }

            PlayerCharacter pcEntity = _db.PlayerCharacters.Single(x => x.PlayerID == oPC.GlobalID);

            NWItem    oWeapon            = NWItem.Wrap(_.GetLastWeaponUsed(oPC.Object));
            Location  location           = oPC.Location;
            string    resourceItemResref = resource.GetLocalString("RESOURCE_RESREF");
            int       activityID         = resource.GetLocalInt("RESOURCE_ACTIVITY");
            string    resourceName       = resource.GetLocalString("RESOURCE_NAME");
            int       resourceCount      = resource.GetLocalInt("RESOURCE_COUNT");
            int       difficultyRating   = resource.GetLocalInt("RESOURCE_DIFFICULTY_RATING");
            int       weaponChanceBonus;
            SkillType skillType;
            int       perkChanceBonus;
            int       secondResourceChance;
            int       durabilityChanceReduction = 0;
            int       hasteChance;
            int       lucky = _perk.GetPCPerkLevel(oPC, PerkType.Lucky) + oPC.EffectiveLuckBonus;
            bool      hasBaggerPerk;

            if (activityID == 1) // 1 = Logging
            {
                weaponChanceBonus = oWeapon.LoggingBonus;
                if (weaponChanceBonus > 0)
                {
                    weaponChanceBonus        += _perk.GetPCPerkLevel(oPC, PerkType.LoggingAxeExpert) * 5;
                    durabilityChanceReduction = _perk.GetPCPerkLevel(oPC, PerkType.LoggingAxeExpert) * 10 + lucky;
                }

                skillType            = SkillType.Logging;
                perkChanceBonus      = _perk.GetPCPerkLevel(oPC, PerkType.Lumberjack) * 5 + lucky;
                secondResourceChance = _perk.GetPCPerkLevel(oPC, PerkType.PrecisionLogging) * 10;
                hasteChance          = _perk.GetPCPerkLevel(oPC, PerkType.SpeedyLogger) * 10 + lucky;

                if (pcEntity.BackgroundID == (int)BackgroundType.Lumberjack)
                {
                    hasteChance += 10;
                }

                hasBaggerPerk = _perk.GetPCPerkLevel(oPC, PerkType.WoodBagger) > 0;
            }
            else if (activityID == 2) // Mining
            {
                weaponChanceBonus = oWeapon.MiningBonus;
                if (weaponChanceBonus > 0)
                {
                    weaponChanceBonus        += _perk.GetPCPerkLevel(oPC, PerkType.PickaxeExpert) * 5;
                    durabilityChanceReduction = _perk.GetPCPerkLevel(oPC, PerkType.PickaxeExpert) * 10 + lucky;
                }
                skillType            = SkillType.Mining;
                perkChanceBonus      = _perk.GetPCPerkLevel(oPC, PerkType.Miner) * 5 + lucky;
                secondResourceChance = _perk.GetPCPerkLevel(oPC, PerkType.PrecisionMining) * 10;
                hasteChance          = _perk.GetPCPerkLevel(oPC, PerkType.SpeedyMiner) * 10 + lucky;

                if (pcEntity.BackgroundID == (int)BackgroundType.Miner)
                {
                    hasteChance += 10;
                }

                hasBaggerPerk = _perk.GetPCPerkLevel(oPC, PerkType.OreBagger) > 0;
            }
            else
            {
                return(false);
            }
            PCSkill skill = _skill.GetPCSkillByID(oPC.GlobalID, (int)skillType);
            int     durabilityLossChance = 100 - durabilityChanceReduction;

            if (_random.Random(100) <= durabilityLossChance)
            {
                _durability.RunItemDecay(oPC, oWeapon);
            }

            int baseChance = 10;
            int chance     = baseChance + weaponChanceBonus;

            chance += CalculateSuccessChanceDeltaModifier(difficultyRating, skill.Rank);
            chance += perkChanceBonus;

            bool givePityItem = false;

            if (chance > 0)
            {
                if (_random.Random(100) + 1 <= hasteChance)
                {
                    _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectHaste(), oPC.Object, 8.0f);
                }

                // Give an item if the player hasn't gotten anything after 6-8 attempts.
                int      attemptFailureCount = oPC.GetLocalInt("RESOURCE_ATTEMPT_FAILURE_COUNT") + 1;
                NWObject failureResource     = NWObject.Wrap(oPC.GetLocalObject("RESOURCE_ATTEMPT_FAILURE_OBJECT"));

                if (!failureResource.IsValid || !Equals(failureResource, resource))
                {
                    failureResource     = resource;
                    attemptFailureCount = 1;
                }

                int pityItemChance = 0;
                if (attemptFailureCount == 6)
                {
                    pityItemChance = 60;
                }
                else if (attemptFailureCount == 7)
                {
                    pityItemChance = 80;
                }
                else if (attemptFailureCount >= 8)
                {
                    pityItemChance = 100;
                }

                if (_random.Random(100) + 1 <= pityItemChance)
                {
                    givePityItem        = true;
                    attemptFailureCount = 0;
                }

                oPC.SetLocalInt("RESOURCE_ATTEMPT_FAILURE_COUNT", attemptFailureCount);
                oPC.SetLocalObject("RESOURCE_ATTEMPT_FAILURE_OBJECT", failureResource.Object);
            }

            if (chance <= 0)
            {
                oPC.FloatingText("You do not have enough skill to harvest this resource...");
            }
            else if (_random.Random(100) <= chance || givePityItem)
            {
                if (hasBaggerPerk)
                {
                    _.CreateItemOnObject(resourceItemResref, oPC.Object);
                }
                else
                {
                    _.CreateObject(OBJECT_TYPE_ITEM, resourceItemResref, location);
                }


                oPC.FloatingText("You break off some " + resourceName + ".");
                resource.SetLocalInt("RESOURCE_COUNT", --resourceCount);
                _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(10000), resource.Object);

                if (_random.Random(100) + 1 <= secondResourceChance)
                {
                    oPC.FloatingText("You break off a second piece.");

                    if (hasBaggerPerk)
                    {
                        _.CreateItemOnObject(resourceItemResref, oPC.Object);
                    }
                    else
                    {
                        _.CreateObject(OBJECT_TYPE_ITEM, resourceItemResref, location);
                    }
                }

                float deltaModifier = CalculateXPDeltaModifier(difficultyRating, skill.Rank);
                float baseXP        = (100 + _random.Random(20)) * deltaModifier;
                int   xp            = (int)_skill.CalculateRegisteredSkillLevelAdjustedXP(baseXP, oWeapon.RecommendedLevel, skill.Rank);
                _skill.GiveSkillXP(oPC, skillType, xp);

                oPC.DeleteLocalInt("RESOURCE_ATTEMPT_FAILURE_COUNT");
                oPC.DeleteLocalObject("RESOURCE_ATTEMPT_FAILURE_OBJECT");
            }

            if (resourceCount <= 0)
            {
                SpawnSeed(resource, oPC);

                NWObject prop = NWObject.Wrap(resource.GetLocalObject("RESOURCE_PROP_OBJ"));
                if (prop.IsValid)
                {
                    prop.Destroy();
                }
                resource.Destroy();
            }
            return(true);
        }