private static void OnModuleEquipItem() { NWPlayer oPC = (_.GetPCItemLastEquippedBy()); // Don't run heavy code when customizing equipment. if (oPC.GetLocalInt("IS_CUSTOMIZING_ITEM") == _.TRUE) { return; } NWItem oItem = (_.GetPCItemLastEquipped()); float durability = GetDurability(oItem); if (durability <= 0 && durability != -1 && oItem.IsValid) { oPC.AssignCommand(() => { _.ClearAllActions(); _.ActionUnequipItem(oItem.Object); }); oPC.FloatingText(ColorTokenService.Red("That item is broken and must be repaired before you can use it.")); } }
private static void ProcessChatCommand(IChatCommand command, NWPlayer sender, NWObject target, NWLocation targetLocation, string args) { if (target == null) { target = new Object(); } if (targetLocation == null) { targetLocation = new Location(); } CommandDetailsAttribute attribute = command.GetType().GetCustomAttribute <CommandDetailsAttribute>(); bool isDM = sender.IsDM || AuthorizationService.IsPCRegisteredAsDM(sender); if (attribute != null && (attribute.Permissions.HasFlag(CommandPermissionType.Player) && sender.IsPlayer || attribute.Permissions.HasFlag(CommandPermissionType.DM) && isDM)) { string[] argsArr = string.IsNullOrWhiteSpace(args) ? new string[0] : args.Split(' ').ToArray(); string error = command.ValidateArguments(sender, argsArr); if (!string.IsNullOrWhiteSpace(error)) { sender.SendMessage(error); } else { command.DoAction(sender, target, targetLocation, argsArr); } } else { sender.SendMessage(ColorTokenService.Red("Invalid chat command. Use '/help' to get a list of available commands.")); } }
private static void OnCreatureDeath() { NWCreature creature = Object.OBJECT_SELF; int npcGroupID = creature.GetLocalInt("NPC_GROUP"); if (npcGroupID <= 0) { return; } NWObject oKiller = _.GetLastKiller(); if (!oKiller.IsPlayer) { return; } string areaResref = creature.Area.Resref; List <KeyValuePair <NWPlayer, int> > playersToAdvance = new List <KeyValuePair <NWPlayer, int> >(); NWPlayer oPC = _.GetFirstFactionMember(oKiller); while (oPC.IsValid) { if (areaResref != oPC.Area.Resref) { oPC = _.GetNextFactionMember(oKiller); continue; } if (_.GetDistanceBetween(creature, oPC) <= 0.0f || _.GetDistanceBetween(creature, oPC) > 20.0f) { oPC = _.GetNextFactionMember(oKiller); continue; } var playerID = oPC.GlobalID; var killTargets = DataService.Where <PCQuestKillTargetProgress>(x => x.PlayerID == playerID && x.NPCGroupID == npcGroupID).ToList(); foreach (var kt in killTargets) { var questStatus = DataService.Get <PCQuestStatus>(kt.PCQuestStatusID); var quest = DataService.Get <Quest>(questStatus.QuestID); var npcGroup = DataService.Get <NPCGroup>(kt.NPCGroupID); kt.RemainingToKill--; string targetGroupName = npcGroup.Name; string updateMessage = "[" + quest.Name + "] " + targetGroupName + " remaining: " + kt.RemainingToKill; DatabaseActionType action = DatabaseActionType.Update; if (kt.RemainingToKill <= 0) { updateMessage += " " + ColorTokenService.Green(" {COMPLETE}"); playersToAdvance.Add(new KeyValuePair <NWPlayer, int>(oPC, quest.ID)); action = DatabaseActionType.Delete; } DataService.SubmitDataChange(kt, action); var pc = oPC; _.DelayCommand(1.0f, () => { pc.SendMessage(updateMessage); }); string ruleName = quest.OnKillTargetRule; if (!string.IsNullOrWhiteSpace(ruleName)) { var pcCopy = oPC; var rule = GetQuestRule(ruleName); string[] args = null; if (!string.IsNullOrWhiteSpace(quest.OnKillTargetArgs)) { args = quest.OnKillTargetArgs.Split(','); } rule.Run(pcCopy, creature, quest.ID, args); } } oPC = _.GetNextFactionMember(oKiller); } foreach (var player in playersToAdvance) { AdvanceQuestState(player.Key, null, player.Value); } }
private static void OnModuleNWNXChat() { ChatChannelType channel = (ChatChannelType)NWNXChat.GetChannel(); // So we're going to play with a couple of channels here. // - PlayerTalk, PlayerWhisper, PlayerParty, and PlayerShout are all IC channels. These channels // are subject to emote colouring and language translation. (see below for more info). // - PlayerParty is an IC channel with special behaviour. Those outside of the party but within // range may listen in to the party chat. (see below for more information). // - PlayerShout sends a holocom message server-wide through the DMTell channel. // - PlayerDM echoes back the message received to the sender. bool inCharacterChat = channel == ChatChannelType.PlayerTalk || channel == ChatChannelType.PlayerWhisper || channel == ChatChannelType.PlayerParty || channel == ChatChannelType.PlayerShout; bool messageToDm = channel == ChatChannelType.PlayerDM; if (!inCharacterChat && !messageToDm) { // We don't much care about traffic on the other channels. return; } NWObject sender = NWNXChat.GetSender(); string message = NWNXChat.GetMessage().Trim(); if (string.IsNullOrWhiteSpace(message)) { // We can't handle empty messages, so skip it. return; } if (ChatCommandService.CanHandleChat(sender, message) || BaseService.CanHandleChat(sender) || CraftService.CanHandleChat(sender) || MarketService.CanHandleChat(sender.Object) || MessageBoardService.CanHandleChat(sender) || ItemService.CanHandleChat(sender)) { // This will be handled by other services, so just bail. return; } if (channel == ChatChannelType.PlayerDM) { // Simply echo the message back to the player. NWNXChat.SendMessage((int)ChatChannelType.ServerMessage, "(Sent to DM) " + message, sender, sender); return; } // At this point, every channel left is one we want to manually handle. NWNXChat.SkipMessage(); // If this is a shout message, and the holonet is disabled, we disallow it. if (channel == ChatChannelType.PlayerShout && sender.IsPC && sender.GetLocalInt("DISPLAY_HOLONET") == FALSE) { NWPlayer player = sender.Object; player.SendMessage("You have disabled the holonet and cannot send this message."); return; } List <ChatComponent> chatComponents; // Quick early out - if we start with "//" or "((", this is an OOC message. bool isOOC = false; if (message.Length >= 2 && (message.Substring(0, 2) == "//" || message.Substring(0, 2) == "((")) { ChatComponent component = new ChatComponent { m_Text = message, m_CustomColour = true, m_ColourRed = 64, m_ColourGreen = 64, m_ColourBlue = 64, m_Translatable = false }; chatComponents = new List <ChatComponent> { component }; if (channel == ChatChannelType.PlayerShout) { _.SendMessageToPC(sender, "Out-of-character messages cannot be sent on the Holonet."); return; } isOOC = true; } else { if (EmoteStyleService.GetEmoteStyle(sender) == EmoteStyle.Regular) { chatComponents = SplitMessageIntoComponents_Regular(message); } else { chatComponents = SplitMessageIntoComponents_Novel(message); } // For any components with colour, set the emote colour. foreach (ChatComponent component in chatComponents) { if (component.m_CustomColour) { component.m_ColourRed = 0; component.m_ColourGreen = 255; component.m_ColourBlue = 0; } } } // Now, depending on the chat channel, we need to build a list of recipients. bool needsAreaCheck = false; float distanceCheck = 0.0f; // The sender always wants to see their own message. List <NWObject> recipients = new List <NWObject> { sender }; // This is a server-wide holonet message (that receivers can toggle on or off). if (channel == ChatChannelType.PlayerShout) { recipients.AddRange(NWModule.Get().Players.Where(player => player.GetLocalInt("DISPLAY_HOLONET") == TRUE)); recipients.AddRange(AppCache.ConnectedDMs); } // This is the normal party chat, plus everyone within 20 units of the sender. else if (channel == ChatChannelType.PlayerParty) { // Can an NPC use the playerparty channel? I feel this is safe ... NWPlayer player = sender.Object; recipients.AddRange(player.PartyMembers.Cast <NWObject>().Where(x => x != sender)); recipients.AddRange(AppCache.ConnectedDMs); needsAreaCheck = true; distanceCheck = 20.0f; } // Normal talk - 20 units. else if (channel == ChatChannelType.PlayerTalk) { needsAreaCheck = true; distanceCheck = 20.0f; } // Whisper - 4 units. else if (channel == ChatChannelType.PlayerWhisper) { needsAreaCheck = true; distanceCheck = 4.0f; } if (needsAreaCheck) { recipients.AddRange(sender.Area.Objects.Where(obj => obj.IsPC && _.GetDistanceBetween(sender, obj) <= distanceCheck)); recipients.AddRange(AppCache.ConnectedDMs.Where(dm => dm.Area == sender.Area && _.GetDistanceBetween(sender, dm) <= distanceCheck)); } // Now we have a list of who is going to actually receive a message, we need to modify // the message for each recipient then dispatch them. foreach (NWObject obj in recipients.Distinct()) { // Generate the final message as perceived by obj. StringBuilder finalMessage = new StringBuilder(); if (channel == ChatChannelType.PlayerShout) { finalMessage.Append("[Holonet] "); } else if (channel == ChatChannelType.PlayerParty) { finalMessage.Append("[Comms] "); if (obj.IsDM) { // Convenience for DMs - append the party members. finalMessage.Append("{ "); int count = 0; NWPlayer player = sender.Object; List <NWCreature> partyMembers = player.PartyMembers.ToList(); foreach (NWCreature otherPlayer in partyMembers) { string name = otherPlayer.Name; finalMessage.Append(name.Substring(0, Math.Min(name.Length, 10))); ++count; if (count >= 3) { finalMessage.Append(", ..."); break; } else if (count != partyMembers.Count) { finalMessage.Append(","); } } finalMessage.Append(" } "); } } SkillType language = LanguageService.GetActiveLanguage(sender); // Wookiees cannot speak any other language (but they can understand them). // Swap their language if they attempt to speak in any other language. CustomRaceType race = (CustomRaceType)_.GetRacialType(sender); if (race == CustomRaceType.Wookiee && language != SkillType.Shyriiwook) { LanguageService.SetActiveLanguage(sender, SkillType.Shyriiwook); language = SkillType.Shyriiwook; } int colour = LanguageService.GetColour(language); byte r = (byte)(colour >> 24 & 0xFF); byte g = (byte)(colour >> 16 & 0xFF); byte b = (byte)(colour >> 8 & 0xFF); if (language != SkillType.Basic) { string languageName = LanguageService.GetName(language); finalMessage.Append(ColorTokenService.Custom($"[{languageName}] ", r, g, b)); } foreach (ChatComponent component in chatComponents) { string text = component.m_Text; if (component.m_Translatable && language != SkillType.Basic) { text = LanguageService.TranslateSnippetForListener(sender, obj.Object, language, component.m_Text); if (colour != 0) { text = ColorTokenService.Custom(text, r, g, b); } } if (component.m_CustomColour) { text = ColorTokenService.Custom(text, component.m_ColourRed, component.m_ColourGreen, component.m_ColourBlue); } finalMessage.Append(text); } // Dispatch the final message - method depends on the original chat channel. // - Shout and party is sent as DMTalk. We do this to get around the restriction that // the PC needs to be in the same area for the normal talk channel. // We could use the native channels for these but the [shout] or [party chat] labels look silly. // - Talk and whisper are sent as-is. ChatChannelType finalChannel = channel; if (channel == ChatChannelType.PlayerShout || channel == ChatChannelType.PlayerParty) { finalChannel = ChatChannelType.DMTalk; } // There are a couple of colour overrides we want to use here. // - One for holonet (shout). // - One for comms (party chat). string finalMessageColoured = finalMessage.ToString(); if (channel == ChatChannelType.PlayerShout) { finalMessageColoured = ColorTokenService.Custom(finalMessageColoured, 0, 180, 255); } else if (channel == ChatChannelType.PlayerParty) { finalMessageColoured = ColorTokenService.Orange(finalMessageColoured); } NWNXChat.SendMessage((int)finalChannel, finalMessageColoured, sender, obj); } MessageHub.Instance.Publish(new OnChatProcessed(sender, channel, isOOC)); }
public static string BuildBlueprintHeader(NWPlayer player, bool showAddedComponentList) { var model = GetPlayerCraftingData(player); var bp = model.Blueprint; int playerEL = CalculatePCEffectiveLevel(player, model.PlayerSkillRank, (SkillType)bp.SkillID); var baseStructure = bp.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(bp.BaseStructureID)); var mainComponent = DataService.ComponentType.GetByID(bp.MainComponentTypeID); var secondaryComponent = DataService.ComponentType.GetByID(bp.SecondaryComponentTypeID); var tertiaryComponent = DataService.ComponentType.GetByID(bp.TertiaryComponentTypeID); string header = ColorTokenService.Green("Blueprint: ") + bp.Quantity + "x " + bp.ItemName + "\n"; header += ColorTokenService.Green("Level: ") + (model.AdjustedLevel < 0 ? 0 : model.AdjustedLevel) + " (Base: " + (bp.BaseLevel < 0 ? 0 : bp.BaseLevel) + ")\n"; header += ColorTokenService.Green("Difficulty: ") + CalculateDifficultyDescription(playerEL, model.AdjustedLevel) + "\n"; if (baseStructure != null) { header += ColorTokenService.Green("Raises Atmosphere: "); if (baseStructure.HasAtmosphere) { header += ColorTokenService.Green("Yes"); } else { header += ColorTokenService.Red("No"); } header += "\n"; } header += ColorTokenService.Green("Required Components (Required/Maximum): ") + "\n\n"; string mainCounts = " (" + (model.MainMinimum > 0 ? Convert.ToString(model.MainMinimum) : "Optional") + "/" + model.MainMaximum + ")"; header += ColorTokenService.Green("Main: ") + mainComponent.Name + mainCounts + "\n"; if (bp.SecondaryMinimum > 0 && bp.SecondaryComponentTypeID > 0) { string secondaryCounts = " (" + (model.SecondaryMinimum > 0 ? Convert.ToString(model.SecondaryMinimum) : "Optional") + "/" + model.SecondaryMaximum + ")"; header += ColorTokenService.Green("Secondary: ") + secondaryComponent.Name + secondaryCounts + "\n"; } if (bp.TertiaryMinimum > 0 && bp.TertiaryComponentTypeID > 0) { string tertiaryCounts = " (" + (model.TertiaryMinimum > 0 ? Convert.ToString(model.TertiaryMinimum) : "Optional") + "/" + model.TertiaryMaximum + ")"; header += ColorTokenService.Green("Tertiary: ") + tertiaryComponent.Name + tertiaryCounts + "\n"; } if (bp.EnhancementSlots > 0) { int nSlots = bp.EnhancementSlots; if (model.IsInitialized) { // We have the player's stats, so tell them how many they can actually add. if (model.PlayerPerkLevel / 2 < nSlots) { nSlots = model.PlayerPerkLevel / 2; } } string enhancementSlots = " (0/" + Convert.ToString(nSlots) + ")"; header += ColorTokenService.Green("Enhancement slots: ") + enhancementSlots + "\n"; } if (showAddedComponentList) { header += "\n" + ColorTokenService.Green("Your components:") + "\n\n"; if (!model.HasPlayerComponents) { header += "No components selected yet!"; } else { foreach (var item in model.MainComponents) { header += item.Name + "\n"; } foreach (var item in model.SecondaryComponents) { header += item.Name + "\n"; } foreach (var item in model.TertiaryComponents) { header += item.Name + "\n"; } foreach (var item in model.EnhancementComponents) { header += item.Name + "\n"; } } } return(header); }
/// <summary> /// Updates a player's quest status if the creature is part of an ongoing quest. /// Progresses the player to the next state if all requirements are met. /// </summary> private static void OnCreatureDeath() { NWCreature creature = _.OBJECT_SELF; int npcGroupID = creature.GetLocalInt("NPC_GROUP"); if (npcGroupID <= 0) { return; } NWObject oKiller = GetLastKiller(); if (!oKiller.IsPlayer) { return; } string areaResref = creature.Area.Resref; List <KeyValuePair <NWPlayer, int> > playersToAdvance = new List <KeyValuePair <NWPlayer, int> >(); NWPlayer oPC = GetFirstFactionMember(oKiller); while (oPC.IsValid) { if (areaResref != oPC.Area.Resref) { oPC = GetNextFactionMember(oKiller); continue; } if (GetDistanceBetween(creature, oPC) <= 0.0f || GetDistanceBetween(creature, oPC) > 40.0f) { oPC = GetNextFactionMember(oKiller); continue; } var playerID = oPC.GlobalID; var killTargets = DataService.PCQuestKillTargetProgress.GetAllByPlayerIDAndNPCGroupID(playerID, npcGroupID).ToList(); foreach (var kt in killTargets) { var questStatus = DataService.PCQuestStatus.GetByID(kt.PCQuestStatusID); var quest = GetQuestByID(questStatus.QuestID); var npcGroup = DataService.NPCGroup.GetByID(kt.NPCGroupID); kt.RemainingToKill--; string targetGroupName = npcGroup.Name; string updateMessage = "[" + quest.Name + "] " + targetGroupName + " remaining: " + kt.RemainingToKill; DatabaseActionType action = DatabaseActionType.Update; if (kt.RemainingToKill <= 0) { updateMessage += " " + ColorTokenService.Green(" {COMPLETE}"); playersToAdvance.Add(new KeyValuePair <NWPlayer, int>(oPC, quest.QuestID)); action = DatabaseActionType.Delete; } DataService.SubmitDataChange(kt, action); var pc = oPC; DelayCommand(1.0f, () => { pc.SendMessage(updateMessage); }); } oPC = GetNextFactionMember(oKiller); } foreach (var player in playersToAdvance) { var quest = GetQuestByID(player.Value); quest.Advance(player.Key, creature); } }
public static string PrismaticString() { return(ColorTokenService.Red("p") + ColorTokenService.Orange("r") + ColorTokenService.Yellow("i") + ColorTokenService.Green("s") + ColorTokenService.Blue("m") + ColorTokenService.LightPurple("a") + ColorTokenService.Purple("t") + ColorTokenService.White("i") + ColorTokenService.Black("c")); }
private static void OnModuleNWNXChat() { NWPlayer sender = Object.OBJECT_SELF; string originalMessage = NWNXChat.GetMessage().Trim(); if (!CanHandleChat(sender, originalMessage)) { return; } var split = originalMessage.Split(' ').ToList(); // Commands with no arguments won't be split, so if we didn't split anything then add the command to the split list manually. if (split.Count <= 0) { split.Add(originalMessage); } split[0] = split[0].ToLower(); string command = split[0].Substring(1, split[0].Length - 1); split.RemoveAt(0); NWNXChat.SkipMessage(); if (!IsChatCommandRegistered(command)) { sender.SendMessage(ColorTokenService.Red("Invalid chat command. Use '/help' to get a list of available commands.")); return; } IChatCommand chatCommand = GetChatCommandHandler(command); string args = string.Join(" ", split); if (!chatCommand.RequiresTarget) { ProcessChatCommand(chatCommand, sender, null, null, args); } else { string error = chatCommand.ValidateArguments(sender, split.ToArray()); if (!string.IsNullOrWhiteSpace(error)) { sender.SendMessage(error); return; } sender.SetLocalString("CHAT_COMMAND", command); sender.SetLocalString("CHAT_COMMAND_ARGS", args); sender.SendMessage("Please use your 'Chat Command Targeter' feat to select the target of this chat command."); if (_.GetHasFeat((int)CustomFeatType.ChatCommandTargeter, sender) == FALSE || sender.IsDM) { NWNXCreature.AddFeatByLevel(sender, (int)CustomFeatType.ChatCommandTargeter, 1); if (sender.IsDM) { var qbs = NWNXPlayer.GetQuickBarSlot(sender, 11); if (qbs.ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(sender, 11, NWNXPlayerQuickBarSlot.UseFeat((int)CustomFeatType.ChatCommandTargeter)); } } } } }
public static string OnModuleExamine(string existingDescription, NWObject examinedObject) { if (examinedObject.ObjectType != OBJECT_TYPE_ITEM) { return(existingDescription); } NWItem examinedItem = (examinedObject.Object); string description = ""; if (examinedItem.RecommendedLevel > 0) { description += ColorTokenService.Orange("Recommended Level: ") + examinedItem.RecommendedLevel + "\n"; } if (examinedItem.LevelIncrease > 0) { description += ColorTokenService.Orange("Level Increase: ") + examinedItem.LevelIncrease + "\n"; } if (examinedItem.AssociatedSkillType > 0) { Skill skill = DataService.Skill.GetByID((int)examinedItem.AssociatedSkillType); description += ColorTokenService.Orange("Associated Skill: ") + skill.Name + "\n"; } if (examinedItem.CustomAC > 0) { if (ShieldBaseItemTypes.Contains(examinedItem.BaseItemType)) { description += ColorTokenService.Orange("Damage Immunity: ") + (10 + examinedItem.CustomAC / 3) + "\n"; } else if (ArmorBaseItemTypes.Contains(examinedItem.BaseItemType)) { description += ColorTokenService.Orange("AC: ") + examinedItem.CustomAC + "\n"; } else { description += ColorTokenService.Red("AC (ignored due to item type): ") + examinedItem.CustomAC + "\n"; } } if (examinedItem.HPBonus > 0) { description += ColorTokenService.Orange("HP Bonus: ") + examinedItem.HPBonus + "\n"; } if (examinedItem.FPBonus > 0) { description += ColorTokenService.Orange("FP Bonus: ") + examinedItem.FPBonus + "\n"; } if (examinedItem.StructureBonus > 0) { description += ColorTokenService.Orange("Structure Bonus: ") + examinedItem.StructureBonus + "\n"; } if (examinedItem.StrengthBonus > 0) { description += ColorTokenService.Orange("Strength Bonus: ") + examinedItem.StrengthBonus + "\n"; } if (examinedItem.DexterityBonus > 0) { description += ColorTokenService.Orange("Dexterity Bonus: ") + examinedItem.DexterityBonus + "\n"; } if (examinedItem.ConstitutionBonus > 0) { description += ColorTokenService.Orange("Constitution Bonus: ") + examinedItem.ConstitutionBonus + "\n"; } if (examinedItem.WisdomBonus > 0) { description += ColorTokenService.Orange("Wisdom Bonus: ") + examinedItem.WisdomBonus + "\n"; } if (examinedItem.IntelligenceBonus > 0) { description += ColorTokenService.Orange("Intelligence Bonus: ") + examinedItem.IntelligenceBonus + "\n"; } if (examinedItem.CharismaBonus > 0) { description += ColorTokenService.Orange("Charisma Bonus: ") + examinedItem.CharismaBonus + "\n"; } if (examinedItem.CooldownRecovery > 0) { description += ColorTokenService.Orange("Cooldown Recovery: +") + examinedItem.CooldownRecovery + "%\n"; } else if (examinedItem.CooldownRecovery < 0) { description += ColorTokenService.Orange("Cooldown Recovery: -") + examinedItem.CooldownRecovery + "%\n"; } if (examinedItem.HarvestingBonus > 0) { description += ColorTokenService.Orange("Harvesting Bonus: ") + examinedItem.HarvestingBonus + "\n"; } if (examinedItem.CraftBonusArmorsmith > 0) { description += ColorTokenService.Orange("Armorsmith Bonus: ") + examinedItem.CraftBonusArmorsmith + "\n"; } if (examinedItem.CraftBonusEngineering > 0) { description += ColorTokenService.Orange("Engineering Bonus: ") + examinedItem.CraftBonusEngineering + "\n"; } if (examinedItem.CraftBonusFabrication > 0) { description += ColorTokenService.Orange("Fabrication Bonus: ") + examinedItem.CraftBonusFabrication + "\n"; } if (examinedItem.CraftBonusWeaponsmith > 0) { description += ColorTokenService.Orange("Weaponsmith Bonus: ") + examinedItem.CraftBonusWeaponsmith + "\n"; } if (examinedItem.CraftBonusCooking > 0) { description += ColorTokenService.Orange("Cooking Bonus: ") + examinedItem.CraftBonusCooking + "\n"; } if (examinedItem.CraftTierLevel > 0) { description += ColorTokenService.Orange("Tool Level: ") + examinedItem.CraftTierLevel + "\n"; } if (examinedItem.EnmityRate != 0) { description += ColorTokenService.Orange("Enmity: ") + examinedItem.EnmityRate + "%\n"; } if (examinedItem.LuckBonus > 0) { description += ColorTokenService.Orange("Luck Bonus: ") + examinedItem.LuckBonus + "\n"; } if (examinedItem.MeditateBonus > 0) { description += ColorTokenService.Orange("Meditate Bonus: ") + examinedItem.MeditateBonus + "\n"; } if (examinedItem.RestBonus > 0) { description += ColorTokenService.Orange("Rest Bonus: ") + examinedItem.RestBonus + "\n"; } if (examinedItem.ScanningBonus > 0) { description += ColorTokenService.Orange("Scanning Bonus: ") + examinedItem.ScanningBonus + "\n"; } if (examinedItem.ScavengingBonus > 0) { description += ColorTokenService.Orange("Scavenging Bonus: ") + examinedItem.ScavengingBonus + "\n"; } if (examinedItem.MedicineBonus > 0) { description += ColorTokenService.Orange("Medicine Bonus: ") + examinedItem.MedicineBonus + "\n"; } if (examinedItem.HPRegenBonus > 0) { description += ColorTokenService.Orange("HP Regen Bonus: ") + examinedItem.HPRegenBonus + "\n"; } if (examinedItem.FPRegenBonus > 0) { description += ColorTokenService.Orange("FP Regen Bonus: ") + examinedItem.FPRegenBonus + "\n"; } if (examinedItem.PilotingBonus > 0) { description += ColorTokenService.Orange("Piloting Bonus: ") + examinedItem.PilotingBonus + "\n"; } if (examinedItem.BaseAttackBonus > 0) { if (WeaponBaseItemTypes.Contains(examinedItem.BaseItemType)) { description += ColorTokenService.Orange("Base Attack Bonus: ") + examinedItem.BaseAttackBonus + "\n"; } else { description += ColorTokenService.Red("Base Attack Bonus (ignored due to item type): ") + examinedItem.BaseAttackBonus + "\n"; } } if (examinedItem.SneakAttackBonus > 0) { description += ColorTokenService.Orange("Sneak Attack Bonus: ") + examinedItem.SneakAttackBonus + "\n"; } if (examinedItem.DamageBonus > 0) { if (WeaponBaseItemTypes.Contains(examinedItem.BaseItemType)) { description += ColorTokenService.Orange("Damage Bonus: ") + examinedItem.DamageBonus + "\n"; } else { description += ColorTokenService.Red("Damage Bonus (ignored due to item type): ") + examinedItem.DamageBonus + "\n"; } } if (examinedItem.CustomItemType != CustomItemType.None) { string itemTypeProper = string.Concat(examinedItem.CustomItemType.ToString().Select(x => char.IsUpper(x) ? " " + x : x.ToString())).TrimStart(' '); description += ColorTokenService.Orange("Item Type: ") + itemTypeProper + "\n"; } // Check for properties that can only be applied to limited things, and flag them here. // Attack bonus, damage, base attack bonus: weapons only // AC - armor items only. ItemProperty ip = _.GetFirstItemProperty(examinedItem); while (_.GetIsItemPropertyValid(ip) == TRUE) { if (_.GetItemPropertyType(ip) == (int)CustomItemPropertyType.ComponentBonus) { switch (_.GetItemPropertySubType(ip)) { case (int)ComponentBonusType.ACUp: { description += ColorTokenService.Cyan("AC can only be applied to Shields, Armor and Helmets. On other items, it will be ignored.\n"); break; } case (int)ComponentBonusType.DamageUp: case (int)ComponentBonusType.AttackBonusUp: case (int)ComponentBonusType.BaseAttackBonusUp: { description += ColorTokenService.Cyan("Damage Up, Attack Bonus Up and Base Attack Bonus Up can only be applied to weapons (including gloves). On other items, it will be ignored.\n"); break; } } } ip = _.GetNextItemProperty(examinedItem); } return(existingDescription + "\n" + description); }
private static void ProcessConcentrationEffects() { // Loop through each creature. If they have a concentration ability active, // process it using that perk's OnConcentrationTick() method. for (int index = ConcentratingCreatures.Count - 1; index >= 0; index--) { var creature = ConcentratingCreatures.ElementAt(index); var activeAbility = GetActiveConcentrationEffect(creature); int perkID = (int)activeAbility.Type; int tier = activeAbility.Tier; bool ended = false; // If we have an invalid creature for any reason, remove it and move to the next one. if (!creature.IsValid || creature.CurrentHP <= 0 || activeAbility.Type == PerkType.Unknown) { ConcentratingCreatures.RemoveAt(index); continue; } // Track the current tick. int tick = creature.GetLocalInt("ACTIVE_CONCENTRATION_ABILITY_TICK") + 1; creature.SetLocalInt("ACTIVE_CONCENTRATION_ABILITY_TICK", tick); PerkFeat perkFeat = DataService.PerkFeat.GetByPerkIDAndLevelUnlocked(perkID, tier); // Are we ready to continue processing this concentration effect? if (tick % perkFeat.ConcentrationTickInterval != 0) { continue; } // Get the perk handler, FP cost, and the target. var handler = PerkService.GetPerkHandler(perkID); int fpCost = handler.FPCost(creature, perkFeat.ConcentrationFPCost, tier); NWObject target = creature.GetLocalObject("CONCENTRATION_TARGET"); int currentFP = GetCurrentFP(creature); int maxFP = GetMaxFP(creature); // Is the target still valid? if (!target.IsValid || target.CurrentHP <= 0) { creature.SendMessage("Concentration effect has ended because your target is no longer valid."); EndConcentrationEffect(creature); ended = true; } // Does player have enough FP to maintain this concentration? else if (currentFP < fpCost) { creature.SendMessage("Concentration effect has ended because you ran out of FP."); EndConcentrationEffect(creature); ended = true; } // Is the target still within range and in the same area? else if (creature.Area.Object != target.Area.Object || _.GetDistanceBetween(creature, target) > 50.0f) { creature.SendMessage("Concentration effect has ended because your target has gone out of range."); EndConcentrationEffect(creature); ended = true; } // Otherwise deduct the required FP. else { currentFP -= fpCost; } SetCurrentFP(creature, currentFP); // Send a FP status message if the effect ended or it's been six seconds since the last one. if (ended || tick % 6 == 0) { creature.SendMessage(ColorTokenService.Custom("FP: " + currentFP + " / " + maxFP, 32, 223, 219)); } // Run this individual perk's concentration tick method if it didn't end this tick. if (!ended && target.IsValid) { handler.OnConcentrationTick(creature, target, tier, tick); } } }
private static void HandleEvadeOrDeflectBlasterFire() { DamageEventData data = NWNXDamage.GetDamageEventData(); if (data.Total <= 0) { return; } NWCreature damager = data.Damager.Object; NWCreature target = NWGameObject.OBJECT_SELF; NWItem damagerWeapon = _.GetLastWeaponUsed(damager); NWItem targetWeapon = target.RightHand; int perkLevel; // Attacker isn't using a pistol or rifle. Return. if (damagerWeapon.CustomItemType != CustomItemType.BlasterPistol && damagerWeapon.CustomItemType != CustomItemType.BlasterRifle) { return; } int modifier; string action; // Check target's equipped weapon, armor and perk. if (target.Chest.CustomItemType == CustomItemType.LightArmor && (targetWeapon.CustomItemType == CustomItemType.MartialArtWeapon || !target.RightHand.IsValid && !target.LeftHand.IsValid)) { // Martial Arts (weapon or unarmed) uses the Evade Blaster Fire perk which is primarily DEX based. perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.EvadeBlasterFire); modifier = target.DexterityModifier; action = "evade"; } else if (target.Chest.CustomItemType == CustomItemType.ForceArmor && (targetWeapon.CustomItemType == CustomItemType.Lightsaber || targetWeapon.CustomItemType == CustomItemType.Saberstaff || targetWeapon.GetLocalInt("LIGHTSABER") == TRUE)) { // Lightsabers (lightsaber or saberstaff) uses the Deflect Blaster Fire perk which is primarily CHA based. perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.DeflectBlasterFire); modifier = target.CharismaModifier; action = "deflect"; } else { return; } // Don't have the perk. Return. if (perkLevel <= 0) { return; } // Check attacker's DEX against the primary stat of the perk. int delta = modifier - damager.DexterityModifier; if (delta <= 0) { return; } // Has the delay between block/evade attempts past? DateTime cooldown = DateTime.UtcNow; string lastAttemptVar = target.GetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN"); if (!string.IsNullOrWhiteSpace(lastAttemptVar)) { cooldown = DateTime.Parse(lastAttemptVar); } // Cooldown hasn't expired yet. Not ready to attempt a deflect. if (cooldown >= DateTime.UtcNow) { return; } // Ready to attempt a deflect. Adjust chance based on the delta of attacker DEX versus primary stat of defender. int chanceToDeflect = 5 * delta; if (chanceToDeflect > 80) { chanceToDeflect = 80; } int delay; // Seconds delay between deflect attempts. switch (perkLevel) { case 1: delay = 18; break; case 2: delay = 12; break; case 3: delay = 6; break; default: throw new Exception("HandleEvadeOrDeflectBlasterFire -> Perk Level " + perkLevel + " unsupported."); } cooldown = DateTime.UtcNow.AddSeconds(delay); target.SetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN", cooldown.ToString(CultureInfo.InvariantCulture)); int roll = RandomService.D100(1); if (roll <= chanceToDeflect) { target.SendMessage(ColorTokenService.Gray("You " + action + " a blaster shot.")); data.AdjustAllByPercent(-1); NWNXDamage.SetDamageEventData(data); } else { target.SendMessage(ColorTokenService.Gray("You fail to " + action + " a blaster shot. (" + roll + " vs " + chanceToDeflect + ")")); } }
/// <summary> /// Calculates ability resistance for an ability. /// The attacker and defender's skills, ability modifiers, and balance affinity will be /// used to make this determination. /// </summary> /// <param name="attacker">The creature using the ability.</param> /// <param name="defender">The creature being targeted by the ability.</param> /// <param name="skill">The skill used for this ability.</param> /// <param name="balanceType">The force balance type to use for this ability.</param> /// <param name="sendRollMessage">If true, the roll message will be sent. Otherwise it won't be.</param> /// <returns>Data regarding the ability resistance roll</returns> public static AbilityResistanceResult CalculateAbilityResistance(NWCreature attacker, NWCreature defender, SkillType skill, ForceBalanceType balanceType, bool sendRollMessage = true) { int abilityScoreType; switch (skill) { case SkillType.ForceAlter: abilityScoreType = ABILITY_INTELLIGENCE; break; case SkillType.ForceControl: abilityScoreType = ABILITY_WISDOM; break; case SkillType.ForceSense: abilityScoreType = ABILITY_CHARISMA; break; default: throw new ArgumentException("Invalid skill type called for " + nameof(CalculateAbilityResistance) + ", value '" + skill + "' not supported."); } AbilityResistanceResult result = new AbilityResistanceResult(); int attackerSkill = SkillService.GetPCSkillRank(attacker.Object, skill); int attackerAbility = _.GetAbilityModifier(abilityScoreType, attacker); int defenderSkill = SkillService.GetPCSkillRank(defender.Object, skill); int defenderAbility = _.GetAbilityModifier(abilityScoreType, defender); // If the defender is equipped with a lightsaber, we check their lightsaber skill if (defender.RightHand.CustomItemType == CustomItemType.Lightsaber || defender.LeftHand.CustomItemType == CustomItemType.Lightsaber) { int lightsaberSkill = SkillService.GetPCSkillRank(defender.Object, SkillType.Lightsaber); if (lightsaberSkill > defenderSkill) { defenderSkill = lightsaberSkill; } } // If the defender's martial arts skill is greater than the current skill they're using, we'll use that instead. int defenderMASkill = SkillService.GetPCSkillRank(defender.Object, SkillType.MartialArts); if (defenderMASkill > defenderSkill) { defenderSkill = defenderMASkill; } int attackerAffinity = 0; int defenderAffinity = 0; // Only check affinity if ability has a force balance type. if (balanceType == ForceBalanceType.Dark || balanceType == ForceBalanceType.Light) { attackerAffinity = GetBalanceAffinity(attacker.Object, balanceType); defenderAffinity = GetBalanceAffinity(defender.Object, balanceType); } float attackerCR = attacker.IsPlayer ? 0f : attacker.ChallengeRating * 5f; float defenderCR = defender.IsPlayer ? 0f : defender.ChallengeRating * 5f; float attackerTotal = attackerSkill + attackerAbility + attackerAffinity + attackerCR; float defenderTotal = defenderSkill + defenderAbility + defenderAffinity + defenderCR; float divisor = attackerTotal + defenderTotal + 1; // +1 to prevent division by zero. //Console.WriteLine("attackerCR = " + attackerCR); //Console.WriteLine("defenderCR = " + defenderCR); //Console.WriteLine("attackerSkill = " + attackerSkill); //Console.WriteLine("attackerAbility = " + attackerAbility); //Console.WriteLine("attackerAffinity = " + attackerAffinity); //Console.WriteLine("defenderSkill = " + defenderSkill); //Console.WriteLine("defenderAbility = " + defenderAbility); //Console.WriteLine("defenderAffinity = " + defenderAffinity); //Console.WriteLine("attackerTotal = " + attackerTotal); //Console.WriteLine("defenderTotal = " + defenderTotal); //Console.WriteLine("divisor = " + divisor); result.DC = (int)(attackerTotal / divisor * 100); result.Roll = RandomService.D100(1); if (sendRollMessage) { string resisted = result.IsResisted ? ColorTokenService.Red(" [RESISTED " + Math.Abs(result.Delta) + "%]") : string.Empty; string message = ColorTokenService.SavingThrow("Roll: " + result.Roll + " VS " + result.DC + " DC") + resisted; attacker.SendMessage(message); defender.SendMessage(message); } return(result); }
public static void DoPerkUpgrade(NWPlayer oPC, int perkID, bool freeUpgrade = false) { var perk = DataService.Single <Data.Entity.Perk>(x => x.ID == perkID); var perkLevels = DataService.Where <PerkLevel>(x => x.PerkID == perkID); var pcPerk = DataService.SingleOrDefault <PCPerk>(x => x.PlayerID == oPC.GlobalID && x.PerkID == perkID); var player = DataService.Single <Player>(x => x.ID == oPC.GlobalID); if (freeUpgrade || CanPerkBeUpgraded(oPC, perkID)) { DatabaseActionType action = DatabaseActionType.Update; if (pcPerk == null) { pcPerk = new PCPerk(); DateTime dt = DateTime.UtcNow; pcPerk.AcquiredDate = dt; pcPerk.PerkID = perk.ID; pcPerk.PlayerID = oPC.GlobalID; pcPerk.PerkLevel = 0; action = DatabaseActionType.Insert; } PerkLevel nextPerkLevel = FindPerkLevel(perkLevels, pcPerk.PerkLevel + 1); if (nextPerkLevel == null) { return; } pcPerk.PerkLevel++; DataService.SubmitDataChange(pcPerk, action); if (!freeUpgrade) { player.UnallocatedSP -= nextPerkLevel.Price; DataService.SubmitDataChange(player, DatabaseActionType.Update); } // Look for any perk levels to grant. var perkFeatsToGrant = DataService.Where <PerkFeat>(x => x.PerkID == perkID && x.PerkLevelUnlocked == pcPerk.PerkLevel); // If at least one feat ID is assigned, add the feat(s) to the player if it doesn't exist yet. if (perkFeatsToGrant.Count > 0) { foreach (var perkFeat in perkFeatsToGrant) { if (_.GetHasFeat(perkFeat.FeatID, oPC.Object) == TRUE) { continue; } NWNXCreature.AddFeatByLevel(oPC, perkFeat.FeatID, 1); var qbs = NWNXPlayerQuickBarSlot.UseFeat(perkFeat.FeatID); // Try to add the new feat to the player's hotbar. if (NWNXPlayer.GetQuickBarSlot(oPC, 0).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 0, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 1).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 1, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 2).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 2, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 3).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 3, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 4).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 4, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 5).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 5, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 6).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 6, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 7).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 7, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 8).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 8, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 9).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 9, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 10).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 10, qbs); } } } oPC.SendMessage(ColorTokenService.Green("Perk Purchased: " + perk.Name + " (Lvl. " + pcPerk.PerkLevel + ")")); var handler = GetPerkHandler(perkID); handler.OnPurchased(oPC, pcPerk.PerkLevel); MessageHub.Instance.Publish(new PerkUpgradedMessage(oPC, perkID)); } else { oPC.FloatingText(ColorTokenService.Red("You cannot purchase the perk at this time.")); } }
private static void ShowMOTD() { NWPlayer player = GetEnteringObject(); ServerConfiguration config = DataService.ServerConfiguration.Get(); string message = ColorTokenService.Green("Welcome to " + config.ServerName + "!\n\nMOTD: ") + ColorTokenService.White(config.MessageOfTheDay); DelayCommand(6.5f, () => { player.SendMessage(message); }); }
/// <summary> /// Performs a perk purchase for a player. This handles deducting SP, inserting perk records, /// and adjusting hotbar slots as necessary. /// </summary> /// <param name="oPC">The player receiving the perk upgrade.</param> /// <param name="perkID">The ID number of the perk.</param> /// <param name="freeUpgrade">If true, no SP will be deducted. Otherwise, SP will be deducted from player.</param> public static void DoPerkUpgrade(NWPlayer oPC, int perkID, bool freeUpgrade = false) { var perk = DataService.Perk.GetByID(perkID); var perkLevels = DataService.PerkLevel.GetAllByPerkID(perkID); var pcPerk = DataService.PCPerk.GetByPlayerAndPerkIDOrDefault(oPC.GlobalID, perkID); var player = DataService.Player.GetByID(oPC.GlobalID); if (freeUpgrade || CanPerkBeUpgraded(oPC, perkID)) { DatabaseActionType action = DatabaseActionType.Update; if (pcPerk == null) { pcPerk = new PCPerk(); DateTime dt = DateTime.UtcNow; pcPerk.AcquiredDate = dt; pcPerk.PerkID = perk.ID; pcPerk.PlayerID = oPC.GlobalID; pcPerk.PerkLevel = 0; action = DatabaseActionType.Insert; } PerkLevel nextPerkLevel = FindPerkLevel(perkLevels, pcPerk.PerkLevel + 1); if (nextPerkLevel == null) { return; } pcPerk.PerkLevel++; DataService.SubmitDataChange(pcPerk, action); if (!freeUpgrade) { player.UnallocatedSP -= nextPerkLevel.Price; DataService.SubmitDataChange(player, DatabaseActionType.Update); } // Look for a perk feat to grant. var perkFeatToGrant = DataService.PerkFeat.GetByPerkIDAndLevelUnlockedOrDefault(perkID, pcPerk.PerkLevel); // Add the feat(s) to the player if it doesn't exist yet. if (perkFeatToGrant != null && _.GetHasFeat((Feat)perkFeatToGrant.FeatID, oPC.Object) == false) { NWNXCreature.AddFeatByLevel(oPC, (Feat)perkFeatToGrant.FeatID, 1); var qbs = NWNXPlayerQuickBarSlot.UseFeat((Feat)perkFeatToGrant.FeatID); // Try to add the new feat to the player's hotbar. if (NWNXPlayer.GetQuickBarSlot(oPC, 0).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 0, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 1).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 1, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 2).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 2, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 3).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 3, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 4).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 4, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 5).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 5, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 6).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 6, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 7).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 7, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 8).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 8, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 9).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 9, qbs); } else if (NWNXPlayer.GetQuickBarSlot(oPC, 10).ObjectType == QuickBarSlotType.Empty) { NWNXPlayer.SetQuickBarSlot(oPC, 10, qbs); } } oPC.SendMessage(ColorTokenService.Green("Perk Purchased: " + perk.Name + " (Lvl. " + pcPerk.PerkLevel + ")")); MessageHub.Instance.Publish(new OnPerkUpgraded(oPC, perkID)); var handler = GetPerkHandler(perkID); handler.OnPurchased(oPC, pcPerk.PerkLevel); } else { oPC.FloatingText(ColorTokenService.Red("You cannot purchase the perk at this time.")); } }
public static string OnModuleExamine(string existingDescription, NWPlayer examiner, NWObject examinedObject) { if (examinedObject.ObjectType != OBJECT_TYPE_ITEM) { return(existingDescription); } NWItem examinedItem = (examinedObject.Object); string description = ""; if (examinedItem.RecommendedLevel > 0) { description += ColorTokenService.Orange("Recommended Level: ") + examinedItem.RecommendedLevel + "\n"; } if (examinedItem.LevelIncrease > 0) { description += ColorTokenService.Orange("Level Increase: ") + examinedItem.LevelIncrease + "\n"; } if (examinedItem.AssociatedSkillType > 0) { Skill skill = DataService.Get <Skill>((int)examinedItem.AssociatedSkillType); description += ColorTokenService.Orange("Associated Skill: ") + skill.Name + "\n"; } if (examinedItem.CustomAC > 0) { description += ColorTokenService.Orange("AC: ") + examinedItem.CustomAC + "\n"; } if (examinedItem.HPBonus > 0) { description += ColorTokenService.Orange("HP Bonus: ") + examinedItem.HPBonus + "\n"; } if (examinedItem.FPBonus > 0) { description += ColorTokenService.Orange("FP Bonus: ") + examinedItem.FPBonus + "\n"; } if (examinedItem.StructureBonus > 0) { description += ColorTokenService.Orange("Structure Bonus: ") + examinedItem.StructureBonus + "\n"; } if (examinedItem.StrengthBonus > 0) { description += ColorTokenService.Orange("Strength Bonus: ") + examinedItem.StrengthBonus + "\n"; } if (examinedItem.DexterityBonus > 0) { description += ColorTokenService.Orange("Dexterity Bonus: ") + examinedItem.DexterityBonus + "\n"; } if (examinedItem.ConstitutionBonus > 0) { description += ColorTokenService.Orange("Constitution Bonus: ") + examinedItem.ConstitutionBonus + "\n"; } if (examinedItem.WisdomBonus > 0) { description += ColorTokenService.Orange("Wisdom Bonus: ") + examinedItem.WisdomBonus + "\n"; } if (examinedItem.IntelligenceBonus > 0) { description += ColorTokenService.Orange("Intelligence Bonus: ") + examinedItem.IntelligenceBonus + "\n"; } if (examinedItem.CharismaBonus > 0) { description += ColorTokenService.Orange("Charisma Bonus: ") + examinedItem.CharismaBonus + "\n"; } if (examinedItem.CastingSpeed > 0) { description += ColorTokenService.Orange("Activation Speed: +") + examinedItem.CastingSpeed + "%\n"; } else if (examinedItem.CastingSpeed < 0) { description += ColorTokenService.Orange("Activation Penalty: -") + examinedItem.CastingSpeed + "%\n"; } if (examinedItem.HarvestingBonus > 0) { description += ColorTokenService.Orange("Harvesting Bonus: ") + examinedItem.HarvestingBonus + "\n"; } if (examinedItem.CraftBonusArmorsmith > 0) { description += ColorTokenService.Orange("Armorsmith Bonus: ") + examinedItem.CraftBonusArmorsmith + "\n"; } if (examinedItem.CraftBonusEngineering > 0) { description += ColorTokenService.Orange("Engineering Bonus: ") + examinedItem.CraftBonusEngineering + "\n"; } if (examinedItem.CraftBonusFabrication > 0) { description += ColorTokenService.Orange("Fabrication Bonus: ") + examinedItem.CraftBonusFabrication + "\n"; } if (examinedItem.CraftBonusWeaponsmith > 0) { description += ColorTokenService.Orange("Weaponsmith Bonus: ") + examinedItem.CraftBonusWeaponsmith + "\n"; } if (examinedItem.CraftBonusCooking > 0) { description += ColorTokenService.Orange("Cooking Bonus: ") + examinedItem.CraftBonusCooking + "\n"; } if (examinedItem.CraftTierLevel > 0) { description += ColorTokenService.Orange("Tool Level: ") + examinedItem.CraftTierLevel + "\n"; } if (examinedItem.EnmityRate != 0) { description += ColorTokenService.Orange("Enmity: ") + examinedItem.EnmityRate + "%\n"; } if (examinedItem.ForcePotencyBonus > 0) { description += ColorTokenService.Orange("Force Potency Bonus: ") + examinedItem.ForcePotencyBonus + "\n"; } if (examinedItem.ForceAccuracyBonus > 0) { description += ColorTokenService.Orange("Force Accuracy Bonus: ") + examinedItem.ForceAccuracyBonus + "\n"; } if (examinedItem.ForceDefenseBonus > 0) { description += ColorTokenService.Orange("Force Defense Bonus: ") + examinedItem.ForceDefenseBonus + "\n"; } if (examinedItem.ElectricalPotencyBonus > 0) { description += ColorTokenService.Orange("Electrical Potency Bonus: ") + examinedItem.ElectricalPotencyBonus + "\n"; } if (examinedItem.MindPotencyBonus > 0) { description += ColorTokenService.Orange("Mind Potency Bonus: ") + examinedItem.MindPotencyBonus + "\n"; } if (examinedItem.LightPotencyBonus > 0) { description += ColorTokenService.Orange("Light Potency Bonus: ") + examinedItem.LightPotencyBonus + "\n"; } if (examinedItem.DarkPotencyBonus > 0) { description += ColorTokenService.Orange("Dark Potency Bonus: ") + examinedItem.DarkPotencyBonus + "\n"; } if (examinedItem.ElectricalDefenseBonus > 0) { description += ColorTokenService.Orange("Electrical Defense Bonus: ") + examinedItem.ElectricalDefenseBonus + "\n"; } if (examinedItem.MindDefenseBonus > 0) { description += ColorTokenService.Orange("Mind Defense Bonus: ") + examinedItem.MindDefenseBonus + "\n"; } if (examinedItem.LightDefenseBonus > 0) { description += ColorTokenService.Orange("Light Defense Bonus: ") + examinedItem.LightDefenseBonus + "\n"; } if (examinedItem.DarkDefenseBonus > 0) { description += ColorTokenService.Orange("Dark Defense Bonus: ") + examinedItem.DarkDefenseBonus + "\n"; } if (examinedItem.LuckBonus > 0) { description += ColorTokenService.Orange("Luck Bonus: ") + examinedItem.LuckBonus + "\n"; } if (examinedItem.MeditateBonus > 0) { description += ColorTokenService.Orange("Meditate Bonus: ") + examinedItem.MeditateBonus + "\n"; } if (examinedItem.RestBonus > 0) { description += ColorTokenService.Orange("Rest Bonus: ") + examinedItem.RestBonus + "\n"; } if (examinedItem.ScanningBonus > 0) { description += ColorTokenService.Orange("Scanning Bonus: ") + examinedItem.ScanningBonus + "\n"; } if (examinedItem.ScavengingBonus > 0) { description += ColorTokenService.Orange("Scavenging Bonus: ") + examinedItem.ScavengingBonus + "\n"; } if (examinedItem.MedicineBonus > 0) { description += ColorTokenService.Orange("Medicine Bonus: ") + examinedItem.MedicineBonus + "\n"; } if (examinedItem.HPRegenBonus > 0) { description += ColorTokenService.Orange("HP Regen Bonus: ") + examinedItem.HPRegenBonus + "\n"; } if (examinedItem.FPRegenBonus > 0) { description += ColorTokenService.Orange("FP Regen Bonus: ") + examinedItem.FPRegenBonus + "\n"; } if (examinedItem.BaseAttackBonus > 0) { description += ColorTokenService.Orange("Base Attack Bonus: ") + examinedItem.BaseAttackBonus + "\n"; } if (examinedItem.SneakAttackBonus > 0) { description += ColorTokenService.Orange("Sneak Attack Bonus: ") + examinedItem.SneakAttackBonus + "\n"; } if (examinedItem.DamageBonus > 0) { description += ColorTokenService.Orange("Damage Bonus: ") + examinedItem.DamageBonus + "\n"; } if (examinedItem.CustomItemType != CustomItemType.None) { string itemTypeProper = string.Concat(examinedItem.CustomItemType.ToString().Select(x => char.IsUpper(x) ? " " + x : x.ToString())).TrimStart(' '); description += ColorTokenService.Orange("Item Type: ") + itemTypeProper + "\n"; } return(existingDescription + "\n" + description); }