Example #1
0
        private static void LoadCharacter()
        {
            NWPlayer player = GetEnteringObject();

            if (!player.IsPlayer)
            {
                return;
            }

            Player entity = GetPlayerEntity(player.GlobalID);

            if (entity == null)
            {
                return;
            }

            int hp = player.CurrentHP;
            int damage;

            if (entity.HitPoints < 0)
            {
                damage = hp + Math.Abs(entity.HitPoints);
            }
            else
            {
                damage = hp - entity.HitPoints;
            }

            if (damage != 0)
            {
                ApplyEffectToObject(DurationType.Instant, EffectDamage(damage), player);
            }

            // Handle item stats
            for (int itemSlot = 0; itemSlot < NumberOfInventorySlots; itemSlot++)
            {
                NWItem item = _.GetItemInSlot((InventorySlot)itemSlot, player);
                PlayerStatService.CalculateEffectiveStats(player, item);
            }
            PlayerStatService.ApplyStatChanges(player, null);


            player.IsBusy = false; // Just in case player logged out in the middle of an action.

            // Cleanup code in case people log out as spaceships.
            var appearance = (AppearanceType)player.Chest.GetLocalInt("APPEARANCE");

            if (appearance > 0 && appearance != GetAppearanceType(player))
            {
                SetCreatureAppearanceType(player, appearance);
                SetObjectVisualTransform(player, ObjectVisualTransform.Scale, 1.0f);
            }
        }
Example #2
0
        private static void OnModuleUnequipItem()
        {
            NWPlayer oPC = _.GetPCItemLastUnequippedBy();

            if (oPC.GetLocalInt("IS_CUSTOMIZING_ITEM") == _.TRUE)
            {
                return;                                                   // Don't run heavy code when customizing equipment.
            }
            NWItem oItem = _.GetPCItemLastUnequipped();

            HandleGlovesUnequipEvent();
            PlayerStatService.ApplyStatChanges(oPC, oItem);
            RemoveWeaponPenalties(oItem);
            RemoveEquipmentPenalties(oItem);
        }
Example #3
0
        private static void OnModuleEquipItem()
        {
            NWPlayer oPC = _.GetPCItemLastEquippedBy();

            if (oPC.GetLocalInt("IS_CUSTOMIZING_ITEM") == _.TRUE)
            {
                return;                                                   // Don't run heavy code when customizing equipment.
            }
            if (!oPC.IsInitializedAsPlayer)
            {
                return;                             // Players who log in for the first time don't have an ID yet.
            }
            if (oPC.GetLocalInt("LOGGED_IN_ONCE") <= 0)
            {
                return;                                         // Don't fire heavy calculations if this is the player's first log in after a restart.
            }
            NWItem oItem = _.GetPCItemLastEquipped();

            PlayerStatService.ApplyStatChanges(oPC, null);
            ApplyWeaponPenalties(oPC, oItem);
            ApplyEquipmentPenalties(oPC, oItem);
        }
Example #4
0
        public static void GiveSkillXP(NWPlayer oPC, int skillID, int xp, bool enableResidencyBonus = true)
        {
            if (skillID <= 0 || xp <= 0 || !oPC.IsPlayer)
            {
                return;
            }

            if (enableResidencyBonus)
            {
                xp = (int)(xp + xp * PlayerStatService.EffectiveResidencyBonus(oPC));
            }
            Player player = DataService.Get <Player>(oPC.GlobalID);
            Skill  skill  = GetSkill(skillID);

            // Check if the player has any undistributed skill ranks for this skill category.
            // If they haven't been distributed yet, the player CANNOT gain XP for this skill.
            var pool = DataService.SingleOrDefault <PCSkillPool>(x => x.PlayerID == oPC.GlobalID &&
                                                                 x.SkillCategoryID == skill.SkillCategoryID &&
                                                                 x.Levels > 0);

            if (pool != null)
            {
                oPC.FloatingText("You must distribute all pooled skill ranks before you can gain any new XP in the '" + skill.Name + "' skill. Access this menu from the 'View Skills' section of your rest menu.");
                return;
            }


            PCSkill            pcSkill = GetPCSkill(oPC, skillID);
            SkillXPRequirement req     = DataService.Single <SkillXPRequirement>(x => x.SkillID == skillID && x.Rank == pcSkill.Rank);
            int   maxRank         = skill.MaxRank;
            int   originalRank    = pcSkill.Rank;
            float xpBonusModifier = player.XPBonus * 0.01f;

            // Guard against XP bonuses being too high.
            if (xpBonusModifier > 0.25)
            {
                xpBonusModifier = 0.25f;
            }

            xp = CalculateTotalSkillPointsPenalty(player.TotalSPAcquired, xp);
            xp = xp + (int)(xp * xpBonusModifier);

            // Run the skill decay rules.
            // If the method returns false, that means all skills are locked.
            // So we can't give the player any XP.
            if (!ApplySkillDecay(oPC, pcSkill, xp))
            {
                return;
            }


            pcSkill.XP = pcSkill.XP + xp;
            oPC.SendMessage("You earned " + skill.Name + " skill experience. (" + xp + ")");

            // Skill is at cap and player would level up.
            // Reduce XP to required amount minus 1 XP
            if (pcSkill.Rank >= maxRank && pcSkill.XP > req.XP)
            {
                pcSkill.XP = req.XP - 1;
            }

            while (pcSkill.XP >= req.XP)
            {
                pcSkill.XP = pcSkill.XP - req.XP;

                if (player.TotalSPAcquired < SkillCap && skill.ContributesToSkillCap)
                {
                    player.UnallocatedSP++;
                    player.TotalSPAcquired++;
                }

                pcSkill.Rank++;
                oPC.FloatingText("Your " + skill.Name + " skill level increased to rank " + pcSkill.Rank + "!");
                req = DataService.Single <SkillXPRequirement>(x => x.SkillID == skillID && x.Rank == pcSkill.Rank);

                // Reapply skill penalties on a skill level up.
                for (int slot = 0; slot < NUM_INVENTORY_SLOTS; slot++)
                {
                    NWItem item = _.GetItemInSlot(slot, oPC.Object);
                    RemoveWeaponPenalties(item);
                    ApplyWeaponPenalties(oPC, item);
                    RemoveEquipmentPenalties(item);
                    ApplyEquipmentPenalties(oPC, item);
                }

                MessageHub.Instance.Publish(new SkillGainedMessage(oPC, skillID));
            }

            DataService.SubmitDataChange(pcSkill, DatabaseActionType.Update);

            // Update player and apply stat changes only if a level up occurred.
            if (originalRank != pcSkill.Rank)
            {
                PlayerStatService.ApplyStatChanges(oPC, null);
            }
        }
Example #5
0
        private static bool ApplySkillDecay(NWPlayer oPC, PCSkill levelingSkill, int xp)
        {
            int totalSkillRanks = GetPCTotalSkillCount(oPC);

            if (totalSkillRanks < SkillCap)
            {
                return(true);
            }

            // Find out if we have enough XP to remove. If we don't, make no changes and return false signifying no XP could be removed.
            var pcSkills = DataService.Where <PCSkill>(x => x.PlayerID == oPC.GlobalID && x.SkillID != levelingSkill.SkillID);
            var totalXPs = pcSkills.Select(s =>
            {
                var reqXP   = DataService.Where <SkillXPRequirement>(x => x.SkillID == s.SkillID && (x.Rank < s.Rank || x.Rank == 0 && s.XP > 0));
                var totalXP = reqXP.Sum(x => x.XP);
                return(new { s.SkillID, TotalSkillXP = totalXP });
            }).ToList();

            int aggregateXP = 0;

            foreach (var p in totalXPs)
            {
                aggregateXP += p.TotalSkillXP;
            }
            if (aggregateXP < xp)
            {
                return(false);
            }

            // We have enough XP to remove. Reduce XP, picking random skills each time we reduce.
            var skillsPossibleToDecay = GetAllPCSkills(oPC)
                                        .Where(x =>
            {
                var skill = DataService.Get <Skill>(x.SkillID);
                return(!x.IsLocked &&
                       skill.ContributesToSkillCap &&
                       x.SkillID != levelingSkill.SkillID &&
                       (x.XP > 0 || x.Rank > 0));
            }).ToList();

            // There's an edge case where players can be at the cap, but we're unable to find a skill to decay.
            // In this scenario we can't go any further. Return false which will cause the GiveSkillXP method to
            // bail out with no changes to XP or decayed skills.
            if (skillsPossibleToDecay.Count <= 0)
            {
                return(false);
            }

            while (xp > 0)
            {
                int     skillIndex        = RandomService.Random(skillsPossibleToDecay.Count);
                PCSkill decaySkill        = skillsPossibleToDecay[skillIndex];
                int     totalDecaySkillXP = totalXPs.Find(x => x.SkillID == decaySkill.SkillID).TotalSkillXP;
                int     oldRank           = decaySkill.Rank;

                if (totalDecaySkillXP >= xp)
                {
                    totalDecaySkillXP = totalDecaySkillXP - xp;
                    xp = 0;
                }
                else if (totalDecaySkillXP < xp)
                {
                    totalDecaySkillXP = 0;
                    xp = xp - totalDecaySkillXP;
                }

                // If skill drops to 0 total XP, remove it from the possible list of skills
                if (totalDecaySkillXP <= 0)
                {
                    skillsPossibleToDecay.Remove(decaySkill);
                    decaySkill.XP   = 0;
                    decaySkill.Rank = 0;
                }
                // Otherwise calculate what rank and XP value the skill should now be.
                else
                {
                    // Get the XP amounts required per level, in ascending order, so we can see how many levels we're now meant to have.
                    List <SkillXPRequirement> reqs = DataService.Where <SkillXPRequirement>(x => x.SkillID == decaySkill.SkillID && x.Rank <= decaySkill.Rank).OrderBy(o => o.Rank).ToList();


                    // The first entry in the database is for rank 0, and if passed, will raise us to 1.  So start our count at 0.
                    int newDecaySkillRank = 0;
                    foreach (SkillXPRequirement req in reqs)
                    {
                        if (totalDecaySkillXP >= req.XP)
                        {
                            totalDecaySkillXP = totalDecaySkillXP - req.XP;
                            newDecaySkillRank++;
                        }
                        else if (totalDecaySkillXP < req.XP)
                        {
                            break;
                        }
                    }

                    decaySkill.Rank = newDecaySkillRank;
                    decaySkill.XP   = totalDecaySkillXP;
                }

                PCSkill dbDecaySkill = new PCSkill
                {
                    SkillID  = decaySkill.SkillID,
                    IsLocked = decaySkill.IsLocked,
                    ID       = decaySkill.ID,
                    PlayerID = decaySkill.PlayerID,
                    Rank     = decaySkill.Rank,
                    XP       = decaySkill.XP
                };
                DataService.SubmitDataChange(dbDecaySkill, DatabaseActionType.Update);
                MessageHub.Instance.Publish(new SkillDecayedMessage(oPC, decaySkill.SkillID, oldRank, decaySkill.Rank));
            }

            PlayerStatService.ApplyStatChanges(oPC, null);
            return(true);
        }
Example #6
0
        public static void InitializePlayer(NWPlayer player)
        {
            if (player == null)
            {
                throw new ArgumentNullException(nameof(player));
            }
            if (!player.IsPlayer)
            {
                return;
            }

            // Player is initialized but not in the DB. Wipe the tag and rerun them through initialization - something went wrong before.
            if (player.IsInitializedAsPlayer)
            {
                if (!DataService.Player.ExistsByID(player.GlobalID))
                {
                    SetTag(player, string.Empty);
                }
            }

            if (!player.IsInitializedAsPlayer)
            {
                player.DestroyAllInventoryItems();
                player.InitializePlayer();
                AssignCommand(player, () => _.TakeGoldFromCreature(GetGold(player), player, true));

                DelayCommand(0.5f, () =>
                {
                    GiveGoldToCreature(player, 100);
                });

                // Capture original stats before we level up the player.
                int str  = NWNXCreature.GetRawAbilityScore(player, AbilityType.Strength);
                int con  = NWNXCreature.GetRawAbilityScore(player, AbilityType.Constitution);
                int dex  = NWNXCreature.GetRawAbilityScore(player, AbilityType.Dexterity);
                int @int = NWNXCreature.GetRawAbilityScore(player, AbilityType.Intelligence);
                int wis  = NWNXCreature.GetRawAbilityScore(player, AbilityType.Wisdom);
                int cha  = NWNXCreature.GetRawAbilityScore(player, AbilityType.Charisma);

                // Take player to level 5 in NWN levels so that we have access to more HP slots
                GiveXPToCreature(player, 10000);

                for (int level = 1; level <= 5; level++)
                {
                    LevelUpHenchman(player, player.Class1);
                }

                // Set stats back to how they were on entry.
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Strength, str);
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Constitution, con);
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Dexterity, dex);
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Intelligence, @int);
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Wisdom, wis);
                NWNXCreature.SetRawAbilityScore(player, AbilityType.Charisma, cha);

                NWItem knife = (CreateItemOnObject("survival_knife", player));
                knife.Name     = player.Name + "'s Survival Knife";
                knife.IsCursed = true;
                DurabilityService.SetMaxDurability(knife, 5);
                DurabilityService.SetDurability(knife, 5);

                NWItem book = (CreateItemOnObject("player_guide", player));
                book.Name     = player.Name + "'s Player Guide";
                book.IsCursed = true;

                NWItem dyeKit = (CreateItemOnObject("tk_omnidye", player));
                dyeKit.IsCursed = true;

                int numberOfFeats = NWNXCreature.GetFeatCount(player);
                for (int currentFeat = numberOfFeats; currentFeat >= 0; currentFeat--)
                {
                    NWNXCreature.RemoveFeat(player, NWNXCreature.GetFeatByIndex(player, currentFeat - 1));
                }

                NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyLight, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyMedium, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyHeavy, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.ShieldProficiency, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencyExotic, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencyMartial, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencySimple, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.UncannyDodge1, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.StructureManagementTool, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.OpenRestMenu, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.RenameCraftedItem, 1);
                NWNXCreature.AddFeatByLevel(player, Feat.ChatCommandTargeter, 1);

                foreach (var skillType in Enum.GetValues(typeof(Skill)))
                {
                    var skill = (Skill)skillType;
                    if (skill == Skill.Invalid || skill == Skill.AllSkills)
                    {
                        continue;
                    }

                    NWNXCreature.SetSkillRank(player, skill, 0);
                }
                SetFortitudeSavingThrow(player, 0);
                SetReflexSavingThrow(player, 0);
                SetWillSavingThrow(player, 0);

                var classType = GetClassByPosition(1, player);

                for (int index = 0; index <= 255; index++)
                {
                    NWNXCreature.RemoveKnownSpell(player, classType, 0, index);
                }

                Player entity = CreateDBPCEntity(player);
                DataService.SubmitDataChange(entity, DatabaseActionType.Insert);

                var skills = DataService.Skill.GetAll();
                foreach (var skill in skills)
                {
                    var pcSkill = new PCSkill
                    {
                        IsLocked = false,
                        SkillID  = skill.ID,
                        PlayerID = entity.ID,
                        Rank     = 0,
                        XP       = 0
                    };

                    DataService.SubmitDataChange(pcSkill, DatabaseActionType.Insert);
                }

                RaceService.ApplyDefaultAppearance(player);
                NWNXCreature.SetAlignmentLawChaos(player, 50);
                NWNXCreature.SetAlignmentGoodEvil(player, 50);
                BackgroundService.ApplyBackgroundBonuses(player);

                PlayerStatService.ApplyStatChanges(player, null, true);
                LanguageService.InitializePlayerLanguages(player);

                DelayCommand(1.0f, () => ApplyEffectToObject(DurationType.Instant, EffectHeal(999), player));

                InitializeHotBar(player);
            }
        }
Example #7
0
        public static void InitializePlayer(NWPlayer player)
        {
            if (player == null)
            {
                throw new ArgumentNullException(nameof(player));
            }
            if (player.Object == null)
            {
                throw new ArgumentNullException(nameof(player.Object));
            }
            if (!player.IsPlayer)
            {
                return;
            }

            // Player is initialized but not in the DB. Wipe the tag and rerun them through initialization - something went wrong before.
            if (player.IsInitializedAsPlayer)
            {
                if (DataService.GetAll <Player>().SingleOrDefault(x => x.ID == player.GlobalID) == null)
                {
                    _.SetTag(player, string.Empty);
                }
            }

            if (!player.IsInitializedAsPlayer)
            {
                player.DestroyAllInventoryItems();
                player.InitializePlayer();
                _.AssignCommand(player, () => _.TakeGoldFromCreature(_.GetGold(player), player, 1));

                _.DelayCommand(0.5f, () =>
                {
                    _.GiveGoldToCreature(player, 100);
                });

                // Capture original stats before we level up the player.
                int str  = NWNXCreature.GetRawAbilityScore(player, ABILITY_STRENGTH);
                int con  = NWNXCreature.GetRawAbilityScore(player, ABILITY_CONSTITUTION);
                int dex  = NWNXCreature.GetRawAbilityScore(player, ABILITY_DEXTERITY);
                int @int = NWNXCreature.GetRawAbilityScore(player, ABILITY_INTELLIGENCE);
                int wis  = NWNXCreature.GetRawAbilityScore(player, ABILITY_WISDOM);
                int cha  = NWNXCreature.GetRawAbilityScore(player, ABILITY_CHARISMA);

                // Take player to level 5 in NWN levels so that we have access to more HP slots
                _.GiveXPToCreature(player, 10000);

                for (int level = 1; level <= 5; level++)
                {
                    _.LevelUpHenchman(player, player.Class1);
                }

                // Set stats back to how they were on entry.
                NWNXCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, str);
                NWNXCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, con);
                NWNXCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, dex);
                NWNXCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, @int);
                NWNXCreature.SetRawAbilityScore(player, ABILITY_WISDOM, wis);
                NWNXCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, cha);

                NWItem knife = (_.CreateItemOnObject("survival_knife", player));
                knife.Name     = player.Name + "'s Survival Knife";
                knife.IsCursed = true;
                DurabilityService.SetMaxDurability(knife, 5);
                DurabilityService.SetDurability(knife, 5);

                NWItem book = (_.CreateItemOnObject("player_guide", player));
                book.Name     = player.Name + "'s Player Guide";
                book.IsCursed = true;

                NWItem dyeKit = (_.CreateItemOnObject("tk_omnidye", player));
                dyeKit.IsCursed = true;

                int numberOfFeats = NWNXCreature.GetFeatCount(player);
                for (int currentFeat = numberOfFeats; currentFeat >= 0; currentFeat--)
                {
                    NWNXCreature.RemoveFeat(player, NWNXCreature.GetFeatByIndex(player, currentFeat - 1));
                }

                NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_LIGHT, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_MEDIUM, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_HEAVY, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_SHIELD_PROFICIENCY, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_EXOTIC, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_MARTIAL, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_SIMPLE, 1);
                NWNXCreature.AddFeatByLevel(player, FEAT_UNCANNY_DODGE_1, 1);
                NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.StructureManagementTool, 1);
                NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.OpenRestMenu, 1);
                NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.RenameCraftedItem, 1);
                NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.ChatCommandTargeter, 1);

                for (int iCurSkill = 1; iCurSkill <= 27; iCurSkill++)
                {
                    NWNXCreature.SetSkillRank(player, iCurSkill - 1, 0);
                }
                _.SetFortitudeSavingThrow(player, 0);
                _.SetReflexSavingThrow(player, 0);
                _.SetWillSavingThrow(player, 0);

                int classID = _.GetClassByPosition(1, player);

                for (int index = 0; index <= 255; index++)
                {
                    NWNXCreature.RemoveKnownSpell(player, classID, 0, index);
                }

                Player entity = CreateDBPCEntity(player);
                DataService.SubmitDataChange(entity, DatabaseActionType.Insert);

                var skills = DataService.GetAll <Skill>();
                foreach (var skill in skills)
                {
                    var pcSkill = new PCSkill
                    {
                        IsLocked = false,
                        SkillID  = skill.ID,
                        PlayerID = entity.ID,
                        Rank     = 0,
                        XP       = 0
                    };

                    DataService.SubmitDataChange(pcSkill, DatabaseActionType.Insert);
                }

                RaceService.ApplyDefaultAppearance(player);
                NWNXCreature.SetAlignmentLawChaos(player, 50);
                NWNXCreature.SetAlignmentGoodEvil(player, 50);
                BackgroundService.ApplyBackgroundBonuses(player);

                PlayerStatService.ApplyStatChanges(player, null, true);
                LanguageService.InitializePlayerLanguages(player);

                _.DelayCommand(1.0f, () => _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(999), player));

                InitializeHotBar(player);
            }
        }