Ejemplo n.º 1
0
        public static void SetIncreasedByStat(this BlueprintAbilityResource resource, int baseValue, StatType stat)
        {
            var amount = getMaxAmount(resource);

            Helpers.SetField(amount, "BaseValue", baseValue);
            Helpers.SetField(amount, "IncreasedByStat", true);
            Helpers.SetField(amount, "ResourceBonusStat", stat);

            // Enusre arrays are at least initialized to empty.
            var emptyClasses    = Array.Empty <BlueprintCharacterClass>();
            var emptyArchetypes = Array.Empty <BlueprintArchetype>();
            var field           = "Class";

            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, emptyClasses);
            }
            field = "ClassDiv";
            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, emptyClasses);
            }
            field = "Archetypes";
            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, emptyArchetypes);
            }
            field = "ArchetypesDiv";
            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, emptyArchetypes);
            }

            setMaxAmount(resource, amount);
        }
Ejemplo n.º 2
0
        public static void SetIncreasedByLevelStartPlusDivStep(this BlueprintAbilityResource resource, int baseValue,
                                                               int startingLevel, int startingIncrease, int levelStep, int perStepIncrease, int minClassLevelIncrease, float otherClassesModifier,
                                                               BlueprintCharacterClass[] classes, BlueprintArchetype[] archetypes = null)
        {
            var amount = getMaxAmount(resource);

            Helpers.SetField(amount, "BaseValue", baseValue);
            Helpers.SetField(amount, "IncreasedByLevelStartPlusDivStep", true);
            Helpers.SetField(amount, "StartingLevel", startingLevel);
            Helpers.SetField(amount, "StartingIncrease", startingIncrease);
            Helpers.SetField(amount, "LevelStep", levelStep);
            Helpers.SetField(amount, "PerStepIncrease", perStepIncrease);
            Helpers.SetField(amount, "MinClassLevelIncrease", minClassLevelIncrease);
            Helpers.SetField(amount, "OtherClassesModifier", otherClassesModifier);

            Helpers.SetField(amount, "ClassDiv", classes);
            var emptyArchetypes = Array.Empty <BlueprintArchetype>();

            Helpers.SetField(amount, "ArchetypesDiv", archetypes ?? emptyArchetypes);

            // Enusre arrays are at least initialized to empty.
            var fieldName = "Class";

            if (Helpers.GetField(amount, fieldName) == null)
            {
                Helpers.SetField(amount, fieldName, Array.Empty <BlueprintCharacterClass>());
            }
            fieldName = "Archetypes";
            if (Helpers.GetField(amount, fieldName) == null)
            {
                Helpers.SetField(amount, fieldName, emptyArchetypes);
            }

            setMaxAmount(resource, amount);
        }
Ejemplo n.º 3
0
        //static readonly Type blueprintAbilityResource_Amount = Harmony12.AccessTools.Inner(typeof(BlueprintAbilityResource), "Amount");

        public static void SetIncreasedByLevel(this BlueprintAbilityResource resource, int baseValue, int levelIncrease, BlueprintCharacterClass[] classes, BlueprintArchetype[] archetypes = null)
        {
            var amount = getMaxAmount(resource);

            Helpers.SetField(amount, "BaseValue", baseValue);
            Helpers.SetField(amount, "IncreasedByLevel", true);
            Helpers.SetField(amount, "LevelIncrease", levelIncrease);
            Helpers.SetField(amount, "Class", classes);
            var emptyArchetypes = Array.Empty <BlueprintArchetype>();

            Helpers.SetField(amount, "Archetypes", archetypes ?? emptyArchetypes);

            // Enusre arrays are at least initialized to empty.
            var field = "ClassDiv";

            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, Array.Empty <BlueprintCharacterClass>());
            }
            field = "ArchetypesDiv";
            if (Helpers.GetField(amount, field) == null)
            {
                Helpers.SetField(amount, field, emptyArchetypes);
            }

            setMaxAmount(resource, amount);
        }
Ejemplo n.º 4
0
 internal static BuffFlags GetBuffFlags(this BlueprintBuff buff)
 {
     return((BuffFlags)(int)Helpers.GetField(buff, "m_Flags"));
 }