public static TES3Lib.Enums.Attribute CastActorValueToAttributeMW(TES4Lib.Enums.ActorValue actorValue) { switch (actorValue) { case ActorValue.Strength: return(TES3Lib.Enums.Attribute.Strength); case ActorValue.Intelligence: return(TES3Lib.Enums.Attribute.Intelligence); case ActorValue.Willpower: return(TES3Lib.Enums.Attribute.Willpower); case ActorValue.Agility: return(TES3Lib.Enums.Attribute.Agility); case ActorValue.Speed: return(TES3Lib.Enums.Attribute.Speed); case ActorValue.Endurance: return(TES3Lib.Enums.Attribute.Endurance); case ActorValue.Personality: return(TES3Lib.Enums.Attribute.Personality); case ActorValue.Luck: return(TES3Lib.Enums.Attribute.Luck); default: return(TES3Lib.Enums.Attribute.Strength); } }
public static TES3Lib.Enums.Attribute CastActorValueToAttributeEffectMW(TES4Lib.Enums.ActorValue actorValue, TES3Lib.Enums.MagicEffect magicEffect) { bool isAttributeEffect = magicEffect.Equals(TES3Lib.Enums.MagicEffect.AbsorbAttribute) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.DamageAttribute) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.DrainAttribute) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.FortifyAttribute) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.RestoreAttribute); if (!isAttributeEffect) { return(TES3Lib.Enums.Attribute.None); } return((TES3Lib.Enums.Attribute)Enum.Parse(typeof(TES3Lib.Enums.Attribute), actorValue.ToString())); }
public static TES3Lib.Enums.Skill CastActorValueToSkillMW(TES4Lib.Enums.ActorValue actorValue) { switch (actorValue) { case ActorValue.Armorer: return(TES3Lib.Enums.Skill.Armorer); case ActorValue.Athletics: return(TES3Lib.Enums.Skill.Athletics); case ActorValue.Blade: return(TES3Lib.Enums.Skill.LongBlade); case ActorValue.Block: return(TES3Lib.Enums.Skill.Block); case ActorValue.Blunt: return(TES3Lib.Enums.Skill.BluntWeapon); case ActorValue.HandToHand: return(TES3Lib.Enums.Skill.HandToHand); case ActorValue.HeavyArmor: return(TES3Lib.Enums.Skill.HeavyArmor); case ActorValue.Alchemy: return(TES3Lib.Enums.Skill.Alchemy); case ActorValue.Alteration: return(TES3Lib.Enums.Skill.Alteration); case ActorValue.Conjuration: return(TES3Lib.Enums.Skill.Conjuration); case ActorValue.Destruction: return(TES3Lib.Enums.Skill.Destruction); case ActorValue.Illusion: return(TES3Lib.Enums.Skill.Illusion); case ActorValue.Mysticism: return(TES3Lib.Enums.Skill.Mysticism); case ActorValue.Restoration: return(TES3Lib.Enums.Skill.Restoration); case ActorValue.Acrobatics: return(TES3Lib.Enums.Skill.Acrobatics); case ActorValue.LightArmor: return(TES3Lib.Enums.Skill.LightArmor); case ActorValue.Marksman: return(TES3Lib.Enums.Skill.Marksman); case ActorValue.Mercantile: return(TES3Lib.Enums.Skill.Mercantile); case ActorValue.Security: return(TES3Lib.Enums.Skill.Security); case ActorValue.Sneak: return(TES3Lib.Enums.Skill.Sneak); case ActorValue.Speechcraft: return(TES3Lib.Enums.Skill.Speechcraft); default: return(TES3Lib.Enums.Skill.None); } }
public static TES3Lib.Enums.Skill CastActorValueToSkillEffectMW(TES4Lib.Enums.ActorValue actorValue, TES3Lib.Enums.MagicEffect magicEffect) { bool isSkillEffect = magicEffect.Equals(TES3Lib.Enums.MagicEffect.AbsorbSkill) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.DamageSkill) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.DrainSkill) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.FortifySkill) || magicEffect.Equals(TES3Lib.Enums.MagicEffect.RestoreSkill); if (!isSkillEffect) { return(TES3Lib.Enums.Skill.None); } var rnd = new Random(DateTime.Now.Millisecond).Next(0, 2); switch (actorValue) { case TES4Lib.Enums.ActorValue.Armorer: return(TES3Lib.Enums.Skill.Armorer); case TES4Lib.Enums.ActorValue.Athletics: return(TES3Lib.Enums.Skill.Athletics); case TES4Lib.Enums.ActorValue.Blade: return(rnd.Equals(0) ? TES3Lib.Enums.Skill.ShortBlade : TES3Lib.Enums.Skill.LongBlade); case TES4Lib.Enums.ActorValue.Block: return(TES3Lib.Enums.Skill.Block); case TES4Lib.Enums.ActorValue.Blunt: return(rnd.Equals(0) ? TES3Lib.Enums.Skill.BluntWeapon : TES3Lib.Enums.Skill.Axe); case TES4Lib.Enums.ActorValue.HandToHand: return(TES3Lib.Enums.Skill.HandToHand); case TES4Lib.Enums.ActorValue.HeavyArmor: return(rnd.Equals(0) ? TES3Lib.Enums.Skill.HeavyArmor : TES3Lib.Enums.Skill.MediumArmor); case TES4Lib.Enums.ActorValue.Alchemy: return(TES3Lib.Enums.Skill.Alchemy); case TES4Lib.Enums.ActorValue.Alteration: return(TES3Lib.Enums.Skill.Alteration); case TES4Lib.Enums.ActorValue.Conjuration: return(TES3Lib.Enums.Skill.Conjuration); case TES4Lib.Enums.ActorValue.Destruction: return(TES3Lib.Enums.Skill.Destruction); case TES4Lib.Enums.ActorValue.Illusion: return(TES3Lib.Enums.Skill.Illusion); case TES4Lib.Enums.ActorValue.Mysticism: return(TES3Lib.Enums.Skill.Mysticism); case TES4Lib.Enums.ActorValue.Restoration: return(TES3Lib.Enums.Skill.Restoration); case TES4Lib.Enums.ActorValue.Acrobatics: return(TES3Lib.Enums.Skill.Acrobatics); case TES4Lib.Enums.ActorValue.LightArmor: return(rnd.Equals(0) ? TES3Lib.Enums.Skill.LightArmor : TES3Lib.Enums.Skill.MediumArmor); case TES4Lib.Enums.ActorValue.Marksman: return(TES3Lib.Enums.Skill.Marksman); case TES4Lib.Enums.ActorValue.Mercantile: return(TES3Lib.Enums.Skill.Mercantile); case TES4Lib.Enums.ActorValue.Security: return(TES3Lib.Enums.Skill.Security); case TES4Lib.Enums.ActorValue.Sneak: return(TES3Lib.Enums.Skill.Sneak); case TES4Lib.Enums.ActorValue.Speechcraft: return(TES3Lib.Enums.Skill.Speechcraft); default: return(TES3Lib.Enums.Skill.None); } }