Exemple #1
0
        private string GetChanceColor(int chance)
        {
            string message = "-" + chance + "%-";

            if (chance <= 50)
            {
                return(ColorTokenService.Red(message));
            }
            else if (chance <= 80)
            {
                return(ColorTokenService.Yellow(message));
            }
            else
            {
                return(ColorTokenService.Green(message));
            }
        }
Exemple #2
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer        player     = user.Object;
            ResourceQuality quality    = (ResourceQuality)target.GetLocalInt("RESOURCE_QUALITY");
            int             tier       = target.GetLocalInt("RESOURCE_TIER");
            int             remaining  = target.GetLocalInt("RESOURCE_COUNT") - 1;
            string          itemResref = target.GetLocalString("RESOURCE_RESREF");
            int             gemChance  = ResourceService.CalculateChanceForComponentBonus(player, tier, quality);
            int             roll       = RandomService.Random(1, 100);
            int             rank       = SkillService.GetPCSkillRank(player, SkillType.Harvesting);

            if (item.RecommendedLevel < rank)
            {
                rank = item.RecommendedLevel;
            }

            int difficulty = (tier - 1) * 10 + ResourceService.GetDifficultyAdjustment(quality);
            int delta      = difficulty - rank;

            int baseXP = 0;

            if (delta >= 6)
            {
                baseXP = 400;
            }
            else if (delta == 5)
            {
                baseXP = 350;
            }
            else if (delta == 4)
            {
                baseXP = 325;
            }
            else if (delta == 3)
            {
                baseXP = 300;
            }
            else if (delta == 2)
            {
                baseXP = 250;
            }
            else if (delta == 1)
            {
                baseXP = 225;
            }
            else if (delta == 0)
            {
                baseXP = 200;
            }
            else if (delta == -1)
            {
                baseXP = 150;
            }
            else if (delta == -2)
            {
                baseXP = 100;
            }
            else if (delta == -3)
            {
                baseXP = 50;
            }
            else if (delta == -4)
            {
                baseXP = 25;
            }

            int itemHarvestBonus = item.HarvestingBonus;
            int scanningBonus    = user.GetLocalInt(target.GlobalID.ToString());

            gemChance += itemHarvestBonus * 2 + scanningBonus * 2;

            baseXP = baseXP + scanningBonus * 5;

            // Spawn the normal resource.
            NWItem resource = CreateItemOnObject(itemResref, player);

            user.SendMessage("You harvest " + resource.Name + ".");

            // If player meets the chance to acquire a gem, create one and modify its properties.
            if (quality > ResourceQuality.Low && roll <= gemChance)
            {
                // Gemstone quality is determined by the quality of the vein.
                switch (quality)
                {
                case ResourceQuality.Normal:
                    resource = CreateItemOnObject("flawed_gemstone", player);
                    break;

                case ResourceQuality.High:
                    resource = CreateItemOnObject("gemstone", player);
                    break;

                case ResourceQuality.VeryHigh:
                    resource = CreateItemOnObject("perfect_gemstone", player);
                    break;
                }

                var ip = ResourceService.GetRandomComponentBonusIP(quality);
                BiowareXP2.IPSafeAddItemProperty(resource, ip.Item1, 0.0f, AddItemPropertyPolicy.IgnoreExisting, true, true);

                switch (ip.Item2)
                {
                case 0:
                    resource.Name = ColorTokenService.Green(resource.Name);
                    break;

                case 1:
                    resource.Name = ColorTokenService.Blue(resource.Name);
                    break;

                case 2:
                    resource.Name = ColorTokenService.Purple(resource.Name);
                    break;

                case 3:
                    resource.Name = ColorTokenService.Orange(resource.Name);
                    break;

                case 4:
                    resource.Name = ColorTokenService.LightPurple(resource.Name);
                    break;

                case 5:
                    resource.Name = ColorTokenService.Yellow(resource.Name);
                    break;

                case 6:
                    resource.Name = ColorTokenService.Red(resource.Name);
                    break;

                case 7:
                    resource.Name = ColorTokenService.Cyan(resource.Name);
                    break;
                }

                user.SendMessage("You harvest " + resource.Name + ".");
            }

            float decayMinimum = 0.03f;
            float decayMaximum = 0.07f;

            if (delta > 0)
            {
                decayMinimum += delta * 0.1f;
                decayMaximum += delta * 0.1f;
            }

            DurabilityService.RunItemDecay(player, item, RandomService.RandomFloat(decayMinimum, decayMaximum));
            int xp = baseXP;

            SkillService.GiveSkillXP(player, SkillType.Harvesting, xp);

            if (remaining <= 0)
            {
                NWPlaceable prop = target.GetLocalObject("RESOURCE_PROP_OBJ");

                if (prop.IsValid)
                {
                    prop.Destroy();
                }

                target.Destroy();
                user.DeleteLocalInt(target.GlobalID.ToString());
            }
            else
            {
                target.SetLocalInt("RESOURCE_COUNT", remaining);
            }

            ApplyEffectAtLocation(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Fnf_Summon_Monster_3), target.Location);
        }
        public void ColorTokenService_NullText_ShouldThrowArgumentException()
        {
            ColorTokenService service = new ColorTokenService();

            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Black(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Blue(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Gray(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Green(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.LightPurple(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Orange(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Pink(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Purple(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Red(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.White(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Yellow(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Cyan(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Combat(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Dialog(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.DialogAction(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.DialogCheck(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.DialogHighlight(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.DialogReply(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.DM(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.GameEngine(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.SavingThrow(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Script(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Server(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Shout(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.SkillCheck(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Talk(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Tell(null);
            });
            Assert.Throws(typeof(ArgumentException), () =>
            {
                service.Whisper(null);
            });
        }
Exemple #4
0
        private void LoadTaskListPage()
        {
            var    player = GetPC();
            var    model  = GetDialogCustomData <Model>();
            string header = "These are our currently available tasks. Please check back periodically because our needs are always changing.";

            SetPageHeader("TaskListPage", header);

            ClearPageResponses("TaskListPage");

            var lastUpdate = DataService.ServerConfiguration.Get().LastGuildTaskUpdate;
            var pcGP       = DataService.PCGuildPoint.GetByPlayerIDAndGuildID(player.GlobalID, (int)model.Guild);

            // It's possible for players to have tasks which are no longer offered.
            // In this case, we still display them on the menu. Once they complete them, they'll disappear from the list.
            var questIDs = DataService.PCQuestStatus
                           .GetAllByPlayerID(player.GlobalID)
                           .Where(x => x.CompletionDate == null)
                           .Select(s => s.QuestID);
            var expiredTasks = DataService.GuildTask
                               .GetAll()
                               .Where(x => !x.IsCurrentlyOffered &&
                                      questIDs.Contains(x.QuestID) &&
                                      x.GuildID == (int)model.Guild)
                               .OrderByDescending(o => o.RequiredRank);

            foreach (var task in expiredTasks)
            {
                var    quest  = DataService.Quest.GetByID(task.QuestID);
                string status = ColorTokenService.Green("{ACCEPTED}");
                AddResponseToPage("TaskListPage", quest.Name + " [Rank " + (task.RequiredRank + 1) + "] " + status + ColorTokenService.Red(" [EXPIRED]"), true, task.ID);
            }

            // Pull back all currently available tasks. This list rotates after 24 hours and a reboot occurs.
            var tasks = DataService.GuildTask
                        .GetAllByCurrentlyOffered()
                        .Where(x => x.GuildID == (int)model.Guild &&
                               x.RequiredRank <= pcGP.Rank)
                        .OrderByDescending(o => o.RequiredRank);

            foreach (var task in tasks)
            {
                var quest       = DataService.Quest.GetByID(task.QuestID);
                var questStatus = DataService.PCQuestStatus.GetByPlayerAndQuestIDOrDefault(player.GlobalID, task.QuestID);

                // If the player has completed the task during this task cycle, it will be excluded from this list.
                // The reason for this is to prevent players from repeating the same tasks over and over without impunity.
                if (questStatus != null && questStatus.CompletionDate >= lastUpdate)
                {
                    continue;
                }

                string status = ColorTokenService.Green("{ACCEPTED}");
                // Player has never accepted the quest, or they've already completed it at least once and can accept it again.
                if (questStatus == null || questStatus.CompletionDate != null)
                {
                    status = ColorTokenService.Yellow("{Available}");
                }

                AddResponseToPage("TaskListPage", quest.Name + " [Rank " + (task.RequiredRank + 1) + "] " + status, true, task.ID);
            }
        }
Exemple #5
0
        public void ApplyEffects(NWCreature user, NWItem modItem, NWObject target, Location targetLocation, CustomData customData)
        {
            NWPlayer player                = (user.Object);
            NWItem   targetItem            = (target.Object);
            ModSlots slots                 = ModService.GetModSlots(targetItem);
            CustomItemPropertyType modType = ModService.GetModType(modItem);
            int modID = modItem.GetLocalInt("RUNE_ID");

            string[] modArgs       = modItem.GetLocalString("RUNE_VALUE").Split(',');
            int      modLevel      = modItem.RecommendedLevel;
            int      levelIncrease = modItem.LevelIncrease;

            var mod = ModService.GetModHandler(modID);

            mod.Apply(player, targetItem, modArgs);

            string description  = mod.Description(player, targetItem, modArgs);
            bool   usePrismatic = false;

            switch (modType)
            {
            case CustomItemPropertyType.RedMod:
                if (slots.FilledRedSlots < slots.RedSlots)
                {
                    targetItem.SetLocalInt("MOD_SLOT_RED_" + (slots.FilledRedSlots + 1), modID);
                    targetItem.SetLocalString("MOD_SLOT_RED_DESC_" + (slots.FilledRedSlots + 1), description);
                    player.SendMessage("Mod installed into " + ColorTokenService.Red("red") + " slot #" + (slots.FilledRedSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.BlueMod:
                if (slots.FilledBlueSlots < slots.BlueSlots)
                {
                    targetItem.SetLocalInt("MOD_SLOT_BLUE_" + (slots.FilledBlueSlots + 1), modID);
                    targetItem.SetLocalString("MOD_SLOT_BLUE_DESC_" + (slots.FilledBlueSlots + 1), description);
                    player.SendMessage("Mod installed into " + ColorTokenService.Blue("blue") + " slot #" + (slots.FilledBlueSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.GreenMod:
                if (slots.FilledBlueSlots < slots.GreenSlots)
                {
                    targetItem.SetLocalInt("MOD_SLOT_GREEN_" + (slots.FilledGreenSlots + 1), modID);
                    targetItem.SetLocalString("MOD_SLOT_GREEN_DESC_" + (slots.FilledGreenSlots + 1), description);
                    player.SendMessage("Mod installed into " + ColorTokenService.Green("green") + " slot #" + (slots.FilledGreenSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;

            case CustomItemPropertyType.YellowMod:
                if (slots.FilledBlueSlots < slots.YellowSlots)
                {
                    targetItem.SetLocalInt("MOD_SLOT_YELLOW_" + (slots.FilledYellowSlots + 1), modID);
                    targetItem.SetLocalString("MOD_SLOT_YELLOW_DESC_" + (slots.FilledYellowSlots + 1), description);
                    player.SendMessage("Mod installed into " + ColorTokenService.Yellow("yellow") + " slot #" + (slots.FilledYellowSlots + 1));
                }
                else
                {
                    usePrismatic = true;
                }
                break;
            }

            if (usePrismatic)
            {
                string prismaticText = ModService.PrismaticString();
                targetItem.SetLocalInt("MOD_SLOT_PRISMATIC_" + (slots.FilledPrismaticSlots + 1), modID);
                targetItem.SetLocalString("MOD_SLOT_PRISMATIC_DESC_" + (slots.FilledPrismaticSlots + 1), description);
                player.SendMessage("Mod installed into " + prismaticText + " slot #" + (slots.FilledPrismaticSlots + 1));
            }

            targetItem.RecommendedLevel += levelIncrease;
            modItem.Destroy();

            SkillType skillType;

            if (ArmorBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                skillType = SkillType.Armorsmith;
            }
            else if (WeaponsmithBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                skillType = SkillType.Weaponsmith;
            }
            else if (EngineeringBaseItemTypes.Contains(targetItem.BaseItemType))
            {
                skillType = SkillType.Engineering;
            }
            else
            {
                return;
            }

            int rank = SkillService.GetPCSkillRank(player, skillType);
            int xp   = (int)SkillService.CalculateRegisteredSkillLevelAdjustedXP(400, modLevel, rank);

            SkillService.GiveSkillXP(player, skillType, xp);
        }