Ejemplo n.º 1
0
        public int BlackImbue(Equipment Item, ref ImbueStat stat, ImbueItem imbueitem, int success)
        {
            int value = (int)(Item.RequiredLevel) + imbueitem.IncreaseValue;

            value += (int)(((value * 0.1) * Item.Plus) + ((imbueitem.ImbueChance / 5) * Item.Plus));
            value *= success;

            if (Item is Hand)
            {
                Item.Damage += (short)value;
                stat         = ImbueStat.Damage;
            }
            if (Item is Cape)
            {
                if (Item.Damage > 0 && Item.Defence > 0)
                {
                    Item.Defence += (short)value;
                    Item.Damage  += (short)value;
                    stat          = ImbueStat.DefenseAndDamage;
                }
                else
                {
                    Item.Defence += (short)value;
                    stat          = ImbueStat.Defense;
                }
            }
            if (Item is Head)
            {
                Item.AttackRating += (short)value;
                stat = ImbueStat.AttackRating;
            }
            if (Item is Body)
            {
                Item.Defence += (short)value;
                stat          = ImbueStat.Defense;
            }
            if (Item is Feet)
            {
                value          = (int)(Math.Round((double)(value / 50))) + 1;
                Item.Critical += (short)value;
                stat           = ImbueStat.CriticalHit;
            }
            if (Item is Ring)
            {
                Item.IncMaxLife += (short)value;
                stat             = ImbueStat.MaxLife;
            }
            if (Item is Necklace)
            {
                Item.IncMaxMana += (short)value;
                stat             = ImbueStat.MaxMana;
            }

            return(value);
        }
Ejemplo n.º 2
0
        public int BlackImbue(Equipment Item, ref ImbueStat stat, ImbueItem imbueitem, int success)
        {
            int value = (int)(Item.RequiredLevel) + imbueitem.IncreaseValue;
            value += (int)(((value * 0.1) * Item.Plus) + ((imbueitem.ImbueChance / 5) * Item.Plus));
            value *= success;

            if (Item is Hand)
            {
                Item.Damage += (short)value;
                stat = ImbueStat.Damage;
            }
            if (Item is Cape)
            {
                if (Item.Damage > 0 && Item.Defence > 0)
                {
                    Item.Defence += (short)value;
                    Item.Damage += (short)value;
                    stat = ImbueStat.DefenseAndDamage;
                }
                else
                {
                    Item.Defence += (short)value;
                    stat = ImbueStat.Defense;
                }
            }
            if (Item is Head)
            {
                Item.AttackRating += (short)value;
                stat = ImbueStat.AttackRating;
            }
            if (Item is Body)
            {
                Item.Defence += (short)value;
                stat = ImbueStat.Defense;
            }
            if (Item is Feet)
            {
                value = (int)(Math.Round((double)(value / 50))) + 1;
                Item.Critical += (short)value;
                stat = ImbueStat.CriticalHit;
            }
            if (Item is Ring)
            {
                Item.IncMaxLife += (short)value;
                stat = ImbueStat.MaxLife;
            }
            if (Item is Necklace)
            {
                Item.IncMaxMana += (short)value;
                stat = ImbueStat.MaxMana;
            }

            return value;
        }
Ejemplo n.º 3
0
        public BaseItem PickupItem(int mapItemId, Client c, short mapItemAmount)
        {
            MapItem m = null;

            try
            {
                m = mapItems.Where(x => x.MapItemID == mapItemId).First();
            }
            catch (Exception)
            {
                return(null);
            }

            BaseItem item = null;

            if (m.DroppedByCharacterID == 0 || m.DroppedByCharacterID == c.MyCharacter.CharacterId)
            {
                if (m.bType != (byte)bType.Jeon)
                {
                    if (m.ItemID != 0)
                    {
                        item = itemDataManager.GetItemByItemID(m.ItemID);
                    }
                    else
                    {
                        item = itemDataManager.GetItemByReferenceID(m.ReferenceID);
                    }


                    BagSlot bagSlot = gameEngine.TryPickToBags(c.MyCharacter.Bags.ToArray(), item);

                    item.Slot = bagSlot.Slot;
                    item.Bag  = bagSlot.Bag;

                    mapItemManager.DeleteMapItem(m.MapItemID, 0);
                    mapItems.Remove(m);
                    item.OwnerID = c.MyCharacter.CharacterId;

                    if (item.ItemID != 0)
                    {
                        itemDataManager.UpdateItem(item);
                    }
                    else
                    {
                        item.ItemID = itemDataManager.InsertItem(item);
                        if (item is Equipment)
                        {
                            // later add chance to get these items blabla
                            Equipment Item      = item as Equipment;
                            ImbueStat stat      = ImbueStat.None;
                            ImbueItem imbueitem = new ImbueItem
                            {
                                ImbueChance   = 1,
                                IncreaseValue = 1,
                            };
                            // Possible plus for drop
                            if (XiahRandom.PercentSuccess(40))
                            {
                                int plus = gameEngine.RandomChance(0, 5);
                                for (int i = 0; i < plus; i++)
                                {
                                    gameEngine.BlackImbue(Item, ref stat, imbueitem, 1);
                                    Item.Plus++;
                                }
                            }

                            if (XiahRandom.PercentSuccess(40))
                            {
                                // Possible slvl for drop
                                int slvl = gameEngine.RandomChance(0, 5);
                                for (int i = 0; i < slvl && !(Item is Cape); i++)
                                {
                                    gameEngine.WhiteImbue(Item, ref stat, imbueitem);
                                    Item.Slvl++;
                                }
                            }

                            item = Item;
                            itemDataManager.UpdateItem(item);
                        }
                    }
                }
                else
                {
                    item = itemDataManager.GetItemByReferenceID(m.ReferenceID);
                    mapItemManager.DeleteMapItem(m.MapItemID, 0);
                    mapItems.Remove(m);

                    item.Amount = mapItemAmount;
                }
            }
            else
            {
                c.Send(PacketEngine.PacketManager.SendPickUpText(0, 0, 0));
                // send pickuperror blabal
            }

            return(item);
        }
Ejemplo n.º 4
0
 public static byte[] SendImbueMessage(ImbueError error, ImbueStat stat, int value, Equipment item)
 {
     Packet p = new Packet(5);
     p.WriteByte((byte)error); // Error message
     p.WriteByte((byte)stat); // Stat
     p.WriteInt(value);
     p.WriteHexString("00");
     p.WriteShort(item.ReferenceID);
     p.WriteByte(item.Plus);
     p.WriteByte(item.Slvl);
     return p.GetWrittenBuffer(PacketIds.SendImbueMessage);
 }
Ejemplo n.º 5
0
        public int WhiteImbue(Equipment Item, ref ImbueStat stat, ImbueItem imbueitem)
        {
            int value = (int)(Item.RequiredLevel);

            value += (int)(((value * 0.1) * Item.Slvl) + ((imbueitem.ImbueChance / 5) * Item.Slvl));

            List <ImbueStat> WhiteStats = new List <ImbueStat>();

            WhiteStats.Add(ImbueStat.Damage);
            WhiteStats.Add(ImbueStat.Defense);
            WhiteStats.Add(ImbueStat.AttackRating);
            WhiteStats.Add(ImbueStat.MaxLife);
            WhiteStats.Add(ImbueStat.MaxMana);
            WhiteStats.Add(ImbueStat.LifeReg);
            WhiteStats.Add(ImbueStat.ManaReg);
            WhiteStats.Add(ImbueStat.CriticalHit);

            if (Item is Cape)
            {
                WhiteStats.Remove(ImbueStat.Damage);
                WhiteStats.Remove(ImbueStat.Defense);
            }
            if (Item is Hand)
            {
                Hand weapon = Item as Hand;
                WhiteStats.Remove(weapon.NotWithWhite);
            }
            if (Item is Head)
            {
                Head hat = Item as Head;
                WhiteStats.Remove(hat.NotWithWhite);
            }
            if (Item is Body)
            {
                Body armor = Item as Body;
                WhiteStats.Remove(armor.NotWithWhite);
            }
            if (Item is Ring)
            {
                Ring ring = Item as Ring;
                value *= (int)2.94;
            }
            if (Item is Necklace)
            {
                Necklace neck = Item as Necklace;
                value *= (int)1.85;
            }

            if (imbueitem.ImbueData == 0)
            {
                int randomStat = Random.Next(0, WhiteStats.Count);
                stat = WhiteStats[randomStat];
            }
            else
            {
                switch (imbueitem.ImbueData)
                {
                case 2:
                    stat = ImbueStat.Damage;
                    break;

                case 3:
                    stat = ImbueStat.Defense;
                    break;

                case 4:
                    stat = ImbueStat.AttackRating;
                    break;

                case 5:
                    stat = ImbueStat.CriticalHit;
                    break;

                case 6:
                    stat = ImbueStat.MaxLife;
                    break;

                case 7:
                    stat = ImbueStat.MaxMana;
                    break;

                case 8:
                    stat = ImbueStat.LifeReg;
                    break;

                case 9:
                    stat = ImbueStat.ManaReg;
                    break;

                default:
                    stat = ImbueStat.CriticalHit;
                    break;
                }
            }
            switch (stat)
            {
            case ImbueStat.Damage:
                Item.Damage += (short)value;
                break;

            case ImbueStat.Defense:
                Item.Defence += (short)value;
                break;

            case ImbueStat.AttackRating:
                Item.AttackRating += (short)value;
                break;

            case ImbueStat.MaxLife:
                Item.IncMaxLife += (short)value;
                break;

            case ImbueStat.MaxMana:
                Item.IncMaxMana += (short)value;
                break;

            case ImbueStat.LifeReg:
                Item.IncLifeRegen += (short)value;
                break;

            case ImbueStat.ManaReg:
                Item.IncManaRegen += (short)value;
                break;

            case ImbueStat.CriticalHit:
                value          = (int)(Math.Round((double)(value / 50))) + 1;
                Item.Critical += (short)value;
                break;
            }

            return(value);
        }
Ejemplo n.º 6
0
        public void RedImbue(Equipment Item, ImbueStat stat, ref int value, bool success, ref ImbueError error)
        {
            if (success)
            {
                error = ImbueError.Success;
            }
            else
            {
                error = ImbueError.FailedToRemake;
                if (PercentSuccess(30))
                {
                    value *= -1;
                }
                else
                {
                    value *= 0;
                }
            }

            switch (stat)
            {
            case ImbueStat.RequiredLevel:
                if (Item.RequiredLevel >= -value)
                {
                    Item.RequiredLevel += (short)value;
                }
                else
                {
                    Item.RequiredLevel = 0;
                }
                return;

            case ImbueStat.RequiredStrength:
                if (Item.RequiredStrength >= -value)
                {
                    Item.RequiredStrength += (short)value;
                }
                else
                {
                    Item.RequiredStrength = 0;
                }
                return;

            case ImbueStat.RequiredStamina:
                if (Item.RequiredStamina >= -value)
                {
                    Item.RequiredStamina += (short)value;
                }
                else
                {
                    Item.RequiredStamina = 0;
                }
                return;

            case ImbueStat.RequiredDexterity:
                if (Item.RequiredDexterity >= -value)
                {
                    Item.RequiredDexterity += (short)value;
                }
                else
                {
                    Item.RequiredDexterity = 0;
                }
                return;

            case ImbueStat.RequiredEnergy:
                if (Item.RequiredEnergy >= -value)
                {
                    Item.RequiredEnergy += (short)value;
                }
                else
                {
                    Item.RequiredEnergy = 0;
                }
                return;

            default:
                stat = ImbueStat.None;
                return;
            }
        }
Ejemplo n.º 7
0
        void c_ClientAcceptImbueItemInfo(object sender, ClientAcceptImbueItemEventArgs e)
        {
            Client          c          = (Client)sender;
            AcceptImbueItem i          = e.Info;
            Equipment       Item       = null;
            BaseItem        item       = null;
            BaseItem        imbueItem1 = null;
            ImbueError      error;
            ImbueStat       stat = ImbueStat.CriticalHit;

            try
            {
                item = c.MyCharacter.Bags[i.ToImbueItemBag - 1].Items.Single(x => (x.ItemID == i.ToImbueItemID && x.Slot == i.ToImbueItemSlot));
                if (item is Equipment)
                {
                    Item = item as Equipment;
                }

                imbueItem1 = c.MyCharacter.Bags[i.ImbueItem1Bag - 1].Items.Single(x => (x.ItemID == i.ImbueItem1ID));

                double SuccessChance = 33.3f; // flat 1/3 chance as there chance to success, fail, and drop so :/


                if (Item.Plus == 0 && imbueItem1 is Black)
                {
                    SuccessChance = 100;
                }

                if (imbueItem1 is ImbueItem)
                {
                    ImbueItem imbueitem = imbueItem1 as ImbueItem;
                    SuccessChance += (double)imbueitem.ImbueChance;
                }

                // ADD UBER LEET REMOVE FROM BAG & SAVE DATABASE YOU LOST THE ITEM PLXO

                int value = 0;

                if (itemDataManager.PercentSuccess(SuccessChance))
                {
                    value        = 1; // just - value to decrease xd
                    Item.Damage += (short)value;
                    Item.Plus++;
                    error = ImbueError.Success;
                    stat  = ImbueStat.Damage;
                }
                else
                {
                    if (Item.Plus >= 4 && itemDataManager.PercentSuccess(30))
                    {
                        // I DROP YO STATS
                    }
                    error = ImbueError.FailedToRemake;
                    stat  = ImbueStat.None;
                    value = 0;
                }

                c.Send(PacketManager.SendImbueMessage(error, stat, value, Item));

                c.Send(PacketManager.SendRemoveItem(i.ImbueItem1Bag, i.ImbueItem1Slot));

                Item.ImbueTries++;
                c.Send(PacketManager.SendImbuedItem((BaseItem)Item));
                itemDataManager.UpdateItem((BaseItem)Item);
            }
            catch
            {
            }
        }
Ejemplo n.º 8
0
        public int WhiteImbue(Equipment Item, ref ImbueStat stat, ImbueItem imbueitem)
        {
            int value = (int)(Item.RequiredLevel);
            value += (int)(((value * 0.1) * Item.Slvl) + ((imbueitem.ImbueChance / 5) * Item.Slvl));

            List<ImbueStat> WhiteStats = new List<ImbueStat>();
            WhiteStats.Add(ImbueStat.Damage);
            WhiteStats.Add(ImbueStat.Defense);
            WhiteStats.Add(ImbueStat.AttackRating);
            WhiteStats.Add(ImbueStat.MaxLife);
            WhiteStats.Add(ImbueStat.MaxMana);
            WhiteStats.Add(ImbueStat.LifeReg);
            WhiteStats.Add(ImbueStat.ManaReg);
            WhiteStats.Add(ImbueStat.CriticalHit);

            if (Item is Cape)
            {
                WhiteStats.Remove(ImbueStat.Damage);
                WhiteStats.Remove(ImbueStat.Defense);
            }
            if (Item is Hand)
            {
                Hand weapon = Item as Hand;
                WhiteStats.Remove(weapon.NotWithWhite);
            }
            if (Item is Head)
            {
                Head hat = Item as Head;
                WhiteStats.Remove(hat.NotWithWhite);
            }
            if (Item is Body)
            {
                Body armor = Item as Body;
                WhiteStats.Remove(armor.NotWithWhite);
            }
            if (Item is Ring)
            {
                Ring ring = Item as Ring;
                value *= (int)2.94;
            }
            if (Item is Necklace)
            {
                Necklace neck = Item as Necklace;
                value *= (int)1.85;
            }

            if (imbueitem.ImbueData == 0)
            {
                int randomStat = Random.Next(0, WhiteStats.Count);
                stat = WhiteStats[randomStat];
            }
            else
            {
                switch (imbueitem.ImbueData)
                {
                    case 2:
                        stat = ImbueStat.Damage;
                        break;
                    case 3:
                        stat = ImbueStat.Defense;
                        break;

                    case 4:
                        stat = ImbueStat.AttackRating;
                        break;

                    case 5:
                        stat = ImbueStat.CriticalHit;
                        break;

                    case 6:
                        stat = ImbueStat.MaxLife;
                        break;

                    case 7:
                        stat = ImbueStat.MaxMana;
                        break;

                    case 8:
                        stat = ImbueStat.LifeReg;
                        break;

                    case 9:
                        stat = ImbueStat.ManaReg;
                        break;

                    default:
                        stat = ImbueStat.CriticalHit;
                        break;
                }
            }
            switch (stat)
            {
                case ImbueStat.Damage:
                    Item.Damage += (short)value;
                    break;

                case ImbueStat.Defense:
                    Item.Defence += (short)value;
                    break;

                case ImbueStat.AttackRating:
                    Item.AttackRating += (short)value;
                    break;

                case ImbueStat.MaxLife:
                    Item.IncMaxLife += (short)value;
                    break;

                case ImbueStat.MaxMana:
                    Item.IncMaxMana += (short)value;
                    break;

                case ImbueStat.LifeReg:
                    Item.IncLifeRegen += (short)value;
                    break;

                case ImbueStat.ManaReg:
                    Item.IncManaRegen += (short)value;
                    break;

                case ImbueStat.CriticalHit:
                    value = (int)(Math.Round((double)(value / 50))) + 1;
                    Item.Critical += (short)value;
                    break;
            }

            return value;
        }
Ejemplo n.º 9
0
        public void RedImbue(Equipment Item, ImbueStat stat, ref int value, bool success, ref ImbueError error)
        {
            if (success)
                error = ImbueError.Success;
            else
            {
                error = ImbueError.FailedToRemake;
                if (PercentSuccess(30))
                {
                    value *= -1;
                }
                else
                {
                    value *= 0;
                }
            }

            switch (stat)
            {
                case ImbueStat.RequiredLevel:
                    if (Item.RequiredLevel >= -value)
                        Item.RequiredLevel += (short)value;
                    else
                        Item.RequiredLevel = 0;
                    return;
                case ImbueStat.RequiredStrength:
                    if (Item.RequiredStrength >= -value)
                        Item.RequiredStrength += (short)value;
                    else
                        Item.RequiredStrength = 0;
                    return;
                case ImbueStat.RequiredStamina:
                    if (Item.RequiredStamina >= -value)
                        Item.RequiredStamina += (short)value;
                    else
                        Item.RequiredStamina = 0;
                    return;
                case ImbueStat.RequiredDexterity:
                    if (Item.RequiredDexterity >= -value)
                        Item.RequiredDexterity += (short)value;
                    else
                        Item.RequiredDexterity = 0;
                    return;
                case ImbueStat.RequiredEnergy:
                    if (Item.RequiredEnergy >= -value)
                        Item.RequiredEnergy += (short)value;
                    else
                        Item.RequiredEnergy = 0;
                    return;
                default:
                    stat = ImbueStat.None;
                    return;
            }
        }