Beispiel #1
0
        private static int Scale(int min, int max, int low, int high)
        {
            int percent;

            if (m_PlayerMade)
            {
                percent = Utility.RandomMinMax(min, max);
            }
            else
            {
                int v = Utility.RandomMinMax(0, 10000);

                v = (int)Math.Sqrt(v);
                v = 100 - v;

                if (LootPack.CheckLuck(m_LuckChance))
                {
                    v += 10;
                }

                percent = Math.Min(max, min + AOS.Scale((max - min), v));
            }

            int scaledBy = Math.Abs(high - low) + 1;

            if (scaledBy != 0)
            {
                scaledBy = 10000 / scaledBy;
            }

            percent *= (10000 + scaledBy);

            return(low + (((high - low) * percent) / 1000001));
        }
Beispiel #2
0
        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));
        }
Beispiel #3
0
        public Item Mutate(Mobile from, int luckChance, Item item)
        {
            if (item != null)
            {
                if (item is BaseWeapon && Utility.Random(100) < 1)
                {
                    item.Delete();
                    item = new FireHorn();
                    return(item);
                }

                if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat)
                {
                    if (Core.AOS)
                    {
                        var bonusProps = GetBonusProperties();
                        var min        = MinIntensity;
                        var max        = MaxIntensity;

                        if (bonusProps < MaxProps && LootPack.CheckLuck(luckChance))
                        {
                            ++bonusProps;
                        }

                        var props = 1 + bonusProps;

                        // Make sure we're not spawning items with 6 properties.
                        if (props > MaxProps)
                        {
                            props = MaxProps;
                        }

                        if (item is BaseWeapon weapon)
                        {
                            BaseRunicTool.ApplyAttributesTo(weapon, false, luckChance, props, MinIntensity, MaxIntensity);
                        }
                        else if (item is BaseArmor armor)
                        {
                            BaseRunicTool.ApplyAttributesTo(armor, false, luckChance, props, MinIntensity, MaxIntensity);
                        }
                        else if (item is BaseJewel jewel)
                        {
                            BaseRunicTool.ApplyAttributesTo(jewel, false, luckChance, props, MinIntensity, MaxIntensity);
                        }
                        else
                        {
                            BaseRunicTool.ApplyAttributesTo(
                                (BaseHat)item,
                                false,
                                luckChance,
                                props,
                                MinIntensity,
                                MaxIntensity
                                );
                        }
                    }
                    else // not aos
                    {
                        if (item is BaseWeapon weapon)
                        {
                            if (Utility.Random(100) < 80)
                            {
                                weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();
                            }

                            if (Utility.Random(100) < 60)
                            {
                                weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();
                            }

                            if (Utility.Random(100) < 40)
                            {
                                weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();
                            }

                            if (Utility.Random(100) < 5)
                            {
                                weapon.Slayer = SlayerName.Silver;
                            }

                            if (from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 &&
                                weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && Utility.Random(100) < 5)
                            {
                                weapon.Slayer = SlayerGroup.GetLootSlayerType(from.GetType());
                            }
                        }
                        else if (item is BaseArmor armor)
                        {
                            if (Utility.Random(100) < 80)
                            {
                                armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();
                            }

                            if (Utility.Random(100) < 40)
                            {
                                armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
                            }
                        }
                    }
                }
                else if (item is BaseInstrument instr)
                {
                    SlayerName slayer;

                    if (Core.AOS)
                    {
                        slayer = BaseRunicTool.GetRandomSlayer();
                    }
                    else
                    {
                        slayer = SlayerGroup.GetLootSlayerType(from.GetType());
                    }

                    if (slayer == SlayerName.None)
                    {
                        instr.Delete();
                        return(null);
                    }

                    instr.Quality = InstrumentQuality.Regular;
                    instr.Slayer  = slayer;
                }

                if (item.Stackable)
                {
                    item.Amount = Quantity.Roll();
                }
            }

            return(item);
        }
Beispiel #4
0
        public static void ApplyAttributesTo(BaseQuiver quiver, bool isRunicTool, int luckChance, int attributeCount, int min, int max)
        {
            m_IsRunicTool = isRunicTool;
            m_LuckChance  = luckChance;

            AosAttributes primary = quiver.Attributes;

            m_Props.SetAll(false);

            int dmgIncrease = 0;

            if (LootPack.CheckLuck(m_LuckChance) || max >= Utility.RandomMinMax(1, 50))
            {
                dmgIncrease = 5 + Utility.RandomMinMax(min, max);
            }
            if (dmgIncrease > 50)
            {
                dmgIncrease = 50;
            }
            int lowAmmo = 0;

            if (LootPack.CheckLuck(m_LuckChance) || max >= Utility.RandomMinMax(1, 50))
            {
                lowAmmo = 5 + Utility.RandomMinMax(min, max);
            }
            if (lowAmmo > 75)
            {
                lowAmmo = 75;
            }
            int weightReduce = 50;

            if (LootPack.CheckLuck(m_LuckChance) || max >= Utility.RandomMinMax(1, 50))
            {
                weightReduce = weightReduce + Utility.RandomMinMax(min, max);
            }
            if (weightReduce > 100)
            {
                weightReduce = 100;
            }

            quiver.DamageIncrease  = dmgIncrease;
            quiver.LowerAmmoCost   = lowAmmo;
            quiver.WeightReduction = weightReduce;

            for (int i = 0; i < attributeCount; ++i)
            {
                int random = GetUniqueRandom(22);

                if (random == -1)
                {
                    break;
                }

                switch (random)
                {
                case  0: ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25); break;

                case  1: ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15); break;

                case  2: ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15); break;

                case  3: ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8); break;

                case  4: ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8); break;

                case  5: ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8); break;

                case  6: ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5); break;

                case  7: ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1); break;

                case  8: ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3); break;

                case  9: ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8); break;

                case 10: ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20); break;

                case 11: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break;

                case 12: ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12); break;

                case 13: ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1); break;

                case 14: ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 5, 20); break;

                case 15: ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 5, 20); break;

                case 16: ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 5, 20); break;

                case 17: ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 5, 15); break;

                case 18: ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 5); break;

                case 19: ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 5); break;

                case 20: ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 5); break;

                case 21: ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 1, 2); break;
                }
            }
        }
Beispiel #5
0
        public override void OnDoubleClick(Mobile from)
        {
            if (!this.IsChildOf(from.Backpack) && m_Owner == null)    //you could set ownership while in a playervendor's backpack without this.
            {
                from.SendMessage("That needs to be in your backpack" + from.Name.ToString() + ".");
            }
            else if (m_Owner == null)  //if no-one has opened it yet
            {
                m_Owner   = from;
                this.Name = m_Owner.Name.ToString() + "'s loot.";
                DoFill(from);
                from.PlaySound(0x548);
                base.OnDoubleClick(from);
                from.SendMessage("NOO! Release me!  I was happy when i was forgotten!");
            }
            else if (m_Owner != from)  //if it has an owner other than the person trying to open it
            {
                from.SendMessage("It is trying to get away!!");
                from.PlaySound(0x549);
                this.ItemID = Utility.RandomList(m_ItemIDs);
                return;
            }
            else if (m_Owner == from)  //if it is yours and you want to open it
            {
                if (!LootPack.CheckLuck((from.Luck * 5) / 2))
                {
                    this.ItemID = Utility.RandomList(m_ItemIDs);
                    from.PlaySound(Utility.RandomList(m_Sounds));
                    switch (Utility.Random(20))
                    {
                    case 0: from.SendAsciiMessage(0x53, m_Owner.Name.ToString() + " you touched me! How dare you! "); break;

                    case 1: from.SendAsciiMessage(0x52, "Your not very lucky " + m_Owner.Name.ToString() + "!"); break;

                    case 2: from.SendAsciiMessage(0x51, "Release me before you get gobbled by a monster " + m_Owner.Name.ToString() + "!"); break;

                    case 3: from.SendAsciiMessage(0x50, "I was happier when everyone forgot about me."); break;

                    case 4: from.SendAsciiMessage(0x4F, "Release me " + m_Owner.Name.ToString() + "!"); break;

                    case 5: from.SendAsciiMessage(0x4E, "I wish i was home, the dust was just right there."); break;

                    case 6: from.SendAsciiMessage(0x4D, "When in doubt, pout and SHOUT!"); break;

                    case 7: from.SendAsciiMessage(0x4C, "It isn't me!  Look, I'm different now!"); break;

                    case 8: from.SendAsciiMessage(0x4B, "Quit grabbing me there " + m_Owner.Name.ToString() + "!"); break;

                    case 9: from.SendAsciiMessage(0x4A, "Wouldn't you be cranky if you had to carry all this around " + m_Owner.Name.ToString() + "?"); break;

                    case 10: from.SendAsciiMessage(0x49, "Hey!  I let you in before didn't I?"); break;

                    case 11: from.SendAsciiMessage(0x48, "Dang your ugly " + m_Owner.Name.ToString() + "!"); break;

                    case 12: from.SendAsciiMessage(0x47, "My mother was a container and my dad was a shapeshifter, so..."); break;

                    case 13: from.SendAsciiMessage(0x46, "Zzz Zzz Zz-wha?  Let me rest! I plan to run away in the morning."); break;

                    case 14: from.SendAsciiMessage(0x45, "Dat's noice."); break;

                    case 15: from.SendAsciiMessage(0x44, "I do too know how to keep my trap shut!  You aren't getting in, are you?"); break;

                    case 16: from.SendAsciiMessage(0x43, m_Owner.Name.ToString() + ", you can always send me away you know..."); break;

                    case 17: from.SendAsciiMessage(0x42, "Out of my head at the moment, be back later."); break;

                    case 18: from.SendAsciiMessage(0x41, "Do you mind " + m_Owner.Name.ToString() + "?  I have a date in here!  Or is it a plum?"); break;

                    case 19: from.SendAsciiMessage(0x40, "I wonder what that release thingy does...hmm?"); break;
                    }
                }
                else
                {
                    from.PlaySound(Utility.RandomList(m_Sounds));
                    switch (Utility.Random(7))
                    {
                    case 0: from.SendAsciiMessage(0x3F, "I reject your reality and substitute my own."); break;

                    case 1: from.SendAsciiMessage(0x3E, "Like the new look?  I changed it just to bug you " + m_Owner.Name.ToString() + "."); break;

                    case 2: from.SendAsciiMessage(0x3D, "Hey!  You opened me when i wasn't looking!"); break;

                    case 3: from.SendAsciiMessage(0x3C, "You sure know how to get inside a person don't you " + m_Owner.Name.ToString() + "?"); break;

                    case 4: from.SendAsciiMessage(0x3B, "Hey! Close me!  I'm not a flasher!"); break;

                    case 5: from.SendAsciiMessage(0x3A, "Quit poking me " + m_Owner.Name.ToString() + "!"); break;

                    case 6: from.SendAsciiMessage(0x39, "This isn't a peep show you, you ...Peeper!"); break;
                    }
                    base.OnDoubleClick(from);
                }
            }
        }