Esempio n. 1
0
        private static int EffectiveArmorClass(EffectiveItemStats stats, NWPlayer player)
        {
            int baseAC  = stats.AC + CustomEffectService.CalculateEffectAC(player);
            int totalAC = _.GetAC(player) - baseAC;

            // Shield Oath and Precision Targeting affect a percentage of the TOTAL armor class on a creature.
            var stance = CustomEffectService.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                int bonus = (int)(totalAC * 0.2f);
                baseAC = baseAC + bonus;
            }
            else if (stance == CustomEffectType.PrecisionTargeting)
            {
                int penalty = (int)(totalAC * 0.3f);
                baseAC = baseAC - penalty;
            }

            if (baseAC < 0)
            {
                baseAC = 0;
            }

            return(baseAC);
        }
Esempio n. 2
0
        public static int CalculateItemPotencyBonus(NWCreature caster, ForceAbilityType abilityType)
        {
            if (!caster.IsPlayer)
            {
                return(0);
            }
            EffectiveItemStats itemStats = PlayerStatService.GetPlayerItemEffectiveStats(caster.Object);

            int itemBonus = itemStats.ForcePotency;

            switch (abilityType)
            {
            case ForceAbilityType.Electrical:
                itemBonus += itemStats.ElectricalPotency;
                break;

            case ForceAbilityType.Mind:
                itemBonus += itemStats.MindPotency;
                break;

            case ForceAbilityType.Light:
                itemBonus += itemStats.LightPotency;
                break;

            case ForceAbilityType.Dark:
                itemBonus += itemStats.DarkPotency;
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(abilityType), abilityType, null);
            }

            return(itemBonus);
        }
Esempio n. 3
0
        private static int EffectiveArmorClass(NWPlayer player, NWItem ignoreItem, EffectiveItemStats stats)
        {
            int baseAC = stats.AC + CustomEffectService.CalculateEffectAC(player);

            // Calculate AC bonus granted by skill ranks.
            // Only chest armor is checked for this bonus.

            if (ignoreItem != player.Chest)
            {
                CustomItemType armorType = player.Chest.CustomItemType;
                int            skillRank = 0;
                switch (armorType)
                {
                case CustomItemType.LightArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.LightArmor);
                    break;

                case CustomItemType.HeavyArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.HeavyArmor);
                    break;

                case CustomItemType.ForceArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.ForceArmor);
                    break;
                }

                // +1 AC per 10 skill ranks, while wearing the appropriate armor.
                int skillACBonus = skillRank / 10;
                baseAC += skillACBonus;
            }

            int totalAC = _.GetAC(player) - baseAC;

            // Shield Oath and Precision Targeting affect a percentage of the TOTAL armor class on a creature.
            var stance = CustomEffectService.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                int bonus = (int)(totalAC * 0.2f);
                baseAC += bonus;
            }
            else if (stance == CustomEffectType.PrecisionTargeting)
            {
                int penalty = (int)(totalAC * 0.3f);
                baseAC -= penalty;
            }

            if (baseAC < 0)
            {
                baseAC = 0;
            }

            return(baseAC);
        }
        private int EffectiveMaxFP(NWPlayer player, EffectiveItemStats stats)
        {
            int fp = 20;

            fp += (player.IntelligenceModifier + player.WisdomModifier + player.CharismaModifier) * 5;
            fp += _perk.GetPCPerkLevel(player, PerkType.FP) * 5;
            fp += stats.FP;

            if (fp < 0)
            {
                fp = 0;
            }

            return(fp);
        }
        private int EffectiveMaxHitPoints(NWPlayer player, EffectiveItemStats stats)
        {
            int   hp = 25 + player.ConstitutionModifier * 5;
            float effectPercentBonus = _customEffect.CalculateEffectHPBonusPercent(player);

            hp += _perk.GetPCPerkLevel(player, PerkType.Health) * 5;
            hp += stats.HP;
            hp  = hp + (int)(hp * effectPercentBonus);

            if (hp > 1275)
            {
                hp = 1275;
            }
            if (hp < 20)
            {
                hp = 20;
            }

            return(hp);
        }
Esempio n. 6
0
        // New component items will be spawned and the appropriate properties from the base item will be transferred.
        public bool Run(params object[] args)
        {
            _player          = (NWPlayer)args[0];
            _playerItemStats = PlayerStatService.GetPlayerItemEffectiveStats(_player);
            int xp = 100; // Always grant at least this much XP to player.

            // Remove the immobilization effect
            foreach (var effect in _player.Effects)
            {
                if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
                {
                    _.RemoveEffect(_player, effect);
                }
            }

            string      serializedSalvageItem = (string)args[1];
            NWPlaceable tempStorage           = _.GetObjectByTag("TEMP_ITEM_STORAGE");
            NWItem      item = SerializationService.DeserializeItem(serializedSalvageItem, tempStorage);
            int         salvageComponentTypeID = (int)args[2];

            _componentType = DataService.Get <ComponentType>(salvageComponentTypeID);

            // Create an item with no bonuses every time.
            _.CreateItemOnObject(_componentType.ReassembledResref, _player);

            // First check is for attack bonuses
            foreach (var prop in item.ItemProperties)
            {
                int propTypeID = _.GetItemPropertyType(prop);
                if (propTypeID == _.ITEM_PROPERTY_ATTACK_BONUS)
                {
                    // Get the amount of Attack Bonus
                    int amount = _.GetItemPropertyCostTableValue(prop);

                    xp += ProcessProperty(amount, 3, ComponentBonusType.AttackBonusUp);
                }
            }

            // Now check specific custom properties which are stored as local variables on the item.
            xp += ProcessProperty(item.CustomAC, 3, ComponentBonusType.ACUp);
            xp += ProcessProperty(item.HarvestingBonus, 3, ComponentBonusType.HarvestingUp);
            xp += ProcessProperty(item.PilotingBonus, 3, ComponentBonusType.PilotingUp);
            xp += ProcessProperty(item.ScanningBonus, 3, ComponentBonusType.ScanningUp);
            xp += ProcessProperty(item.ScavengingBonus, 3, ComponentBonusType.ScavengingUp);
            xp += ProcessProperty(item.CastingSpeed, 3, ComponentBonusType.CastingSpeedUp);
            xp += ProcessProperty(item.CraftBonusArmorsmith, 3, ComponentBonusType.ArmorsmithUp);
            xp += ProcessProperty(item.CraftBonusWeaponsmith, 3, ComponentBonusType.WeaponsmithUp);
            xp += ProcessProperty(item.CraftBonusCooking, 3, ComponentBonusType.CookingUp);
            xp += ProcessProperty(item.CraftBonusEngineering, 3, ComponentBonusType.EngineeringUp);
            xp += ProcessProperty(item.CraftBonusFabrication, 3, ComponentBonusType.FabricationUp);
            xp += ProcessProperty(item.HPBonus, 5, ComponentBonusType.HPUp, 0.5f);
            xp += ProcessProperty(item.FPBonus, 5, ComponentBonusType.FPUp, 0.5f);
            xp += ProcessProperty(item.EnmityRate, 3, ComponentBonusType.EnmityUp);
            xp += ProcessProperty(item.ForcePotencyBonus, 3, ComponentBonusType.ForcePotencyUp);
            xp += ProcessProperty(item.ForceAccuracyBonus, 3, ComponentBonusType.ForceAccuracyUp);
            xp += ProcessProperty(item.ForceDefenseBonus, 3, ComponentBonusType.ForceDefenseUp);
            xp += ProcessProperty(item.ElectricalPotencyBonus, 3, ComponentBonusType.ElectricalPotencyUp);
            xp += ProcessProperty(item.MindPotencyBonus, 3, ComponentBonusType.MindPotencyUp);
            xp += ProcessProperty(item.LightPotencyBonus, 3, ComponentBonusType.LightPotencyUp);
            xp += ProcessProperty(item.DarkPotencyBonus, 3, ComponentBonusType.DarkPotencyUp);
            xp += ProcessProperty(item.ElectricalDefenseBonus, 3, ComponentBonusType.ElectricalDefenseUp);
            xp += ProcessProperty(item.MindDefenseBonus, 3, ComponentBonusType.MindDefenseUp);
            xp += ProcessProperty(item.LightDefenseBonus, 3, ComponentBonusType.LightDefenseUp);
            xp += ProcessProperty(item.DarkDefenseBonus, 3, ComponentBonusType.DarkDefenseUp);

            xp += ProcessProperty(item.LuckBonus, 3, ComponentBonusType.LuckUp);
            xp += ProcessProperty(item.MeditateBonus, 3, ComponentBonusType.MeditateUp);
            xp += ProcessProperty(item.RestBonus, 3, ComponentBonusType.RestUp);
            xp += ProcessProperty(item.MedicineBonus, 3, ComponentBonusType.MedicineUp);
            xp += ProcessProperty(item.HPRegenBonus, 3, ComponentBonusType.HPRegenUp);
            xp += ProcessProperty(item.FPRegenBonus, 3, ComponentBonusType.FPRegenUp);
            xp += ProcessProperty(item.BaseAttackBonus, 3, ComponentBonusType.BaseAttackBonusUp, 6f);
            xp += ProcessProperty(item.StructureBonus, 3, ComponentBonusType.StructureBonusUp);
            xp += ProcessProperty(item.SneakAttackBonus, 3, ComponentBonusType.SneakAttackUp);
            xp += ProcessProperty(item.DamageBonus, 3, ComponentBonusType.DamageUp);
            xp += ProcessProperty(item.StrengthBonus, 3, ComponentBonusType.StrengthUp);
            xp += ProcessProperty(item.DexterityBonus, 3, ComponentBonusType.DexterityUp);
            xp += ProcessProperty(item.ConstitutionBonus, 3, ComponentBonusType.ConstitutionUp);
            xp += ProcessProperty(item.WisdomBonus, 3, ComponentBonusType.WisdomUp);
            xp += ProcessProperty(item.IntelligenceBonus, 3, ComponentBonusType.IntelligenceUp);
            xp += ProcessProperty(item.CharismaBonus, 3, ComponentBonusType.CharismaUp);
            xp += ProcessProperty(item.DurationBonus, 3, ComponentBonusType.DurationUp);

            item.Destroy();

            SkillService.GiveSkillXP(_player, SkillType.Harvesting, xp);
            return(true);
        }
        private int CalculateBAB(NWPlayer oPC, NWItem ignoreItem, EffectiveItemStats stats)
        {
            NWItem weapon = oPC.RightHand;

            // The unequip event fires before the item is actually unequipped, so we need
            // to have additional checks to make sure we're not getting the weapon that's about to be
            // unequipped.
            if (weapon.Equals(ignoreItem))
            {
                weapon = null;
                NWItem offHand = oPC.LeftHand;

                if (offHand.CustomItemType == CustomItemType.Vibroblade ||
                    offHand.CustomItemType == CustomItemType.FinesseVibroblade ||
                    offHand.CustomItemType == CustomItemType.Baton ||
                    offHand.CustomItemType == CustomItemType.HeavyVibroblade ||
                    offHand.CustomItemType == CustomItemType.Saberstaff ||
                    offHand.CustomItemType == CustomItemType.Polearm ||
                    offHand.CustomItemType == CustomItemType.TwinBlade ||
                    offHand.CustomItemType == CustomItemType.MartialArtWeapon ||
                    offHand.CustomItemType == CustomItemType.BlasterPistol ||
                    offHand.CustomItemType == CustomItemType.BlasterRifle ||
                    offHand.CustomItemType == CustomItemType.Throwing)
                {
                    weapon = offHand;
                }
            }

            if (weapon == null || !weapon.IsValid)
            {
                weapon = oPC.Arms;
            }
            if (!weapon.IsValid)
            {
                return(0);
            }

            SkillType itemSkill = _item.GetSkillTypeForItem(weapon);

            if (itemSkill == SkillType.Unknown ||
                itemSkill == SkillType.LightArmor ||
                itemSkill == SkillType.HeavyArmor ||
                itemSkill == SkillType.ForceArmor ||
                itemSkill == SkillType.Shields)
            {
                return(0);
            }

            int     weaponSkillID = (int)itemSkill;
            PCSkill skill         = _data.Single <PCSkill>(x => x.PlayerID == oPC.GlobalID && x.SkillID == weaponSkillID);

            if (skill == null)
            {
                return(0);
            }
            int            skillBAB                = skill.Rank / 10;
            int            perkBAB                 = 0;
            int            backgroundBAB           = 0;
            BackgroundType background              = (BackgroundType)oPC.Class1;
            bool           receivesBackgroundBonus = false;

            // Apply increased BAB if player is using a weapon for which they have a proficiency.
            PerkType  proficiencyPerk  = PerkType.Unknown;
            SkillType proficiencySkill = SkillType.Unknown;

            switch (weapon.CustomItemType)
            {
            case CustomItemType.Vibroblade:
                proficiencyPerk  = PerkType.VibrobladeProficiency;
                proficiencySkill = SkillType.OneHanded;
                break;

            case CustomItemType.FinesseVibroblade:
                proficiencyPerk         = PerkType.FinesseVibrobladeProficiency;
                proficiencySkill        = SkillType.OneHanded;
                receivesBackgroundBonus = background == BackgroundType.Duelist;
                break;

            case CustomItemType.Baton:
                proficiencyPerk         = PerkType.BatonProficiency;
                proficiencySkill        = SkillType.OneHanded;
                receivesBackgroundBonus = background == BackgroundType.SecurityOfficer;
                break;

            case CustomItemType.HeavyVibroblade:
                proficiencyPerk         = PerkType.HeavyVibrobladeProficiency;
                proficiencySkill        = SkillType.TwoHanded;
                receivesBackgroundBonus = background == BackgroundType.Soldier;
                break;

            case CustomItemType.Saberstaff:
                proficiencyPerk  = PerkType.SaberstaffProficiency;
                proficiencySkill = SkillType.Lightsaber;
                break;

            case CustomItemType.Polearm:
                proficiencyPerk  = PerkType.PolearmProficiency;
                proficiencySkill = SkillType.TwoHanded;
                break;

            case CustomItemType.TwinBlade:
                proficiencyPerk         = PerkType.TwinVibrobladeProficiency;
                proficiencySkill        = SkillType.TwinBlades;
                receivesBackgroundBonus = background == BackgroundType.Berserker;
                break;

            case CustomItemType.MartialArtWeapon:
                proficiencyPerk         = PerkType.MartialArtsProficiency;
                proficiencySkill        = SkillType.MartialArts;
                receivesBackgroundBonus = background == BackgroundType.TerasKasi;
                break;

            case CustomItemType.BlasterPistol:
                proficiencyPerk         = PerkType.BlasterPistolProficiency;
                proficiencySkill        = SkillType.Firearms;
                receivesBackgroundBonus = background == BackgroundType.Smuggler;
                break;

            case CustomItemType.BlasterRifle:
                proficiencyPerk         = PerkType.BlasterRifleProficiency;
                proficiencySkill        = SkillType.Firearms;
                receivesBackgroundBonus = background == BackgroundType.Sharpshooter || background == BackgroundType.Mandalorian;
                break;

            case CustomItemType.Throwing:
                proficiencyPerk  = PerkType.ThrowingProficiency;
                proficiencySkill = SkillType.Throwing;
                break;

            case CustomItemType.Lightsaber:
                proficiencyPerk  = PerkType.LightsaberProficiency;
                proficiencySkill = SkillType.Lightsaber;
                break;
            }

            if (weapon.GetLocalInt("LIGHTSABER") == TRUE)
            {
                proficiencyPerk  = PerkType.LightsaberProficiency;
                proficiencySkill = SkillType.Lightsaber;
            }

            if (proficiencyPerk != PerkType.Unknown &&
                proficiencySkill != SkillType.Unknown)
            {
                perkBAB += _perk.GetPCPerkLevel(oPC, proficiencyPerk);
            }

            if (receivesBackgroundBonus)
            {
                backgroundBAB = background == BackgroundType.Mandalorian ? 1 : 2;
            }

            return(1 + skillBAB + perkBAB + stats.BAB + backgroundBAB); // Note: Always add 1 to BAB. 0 will cause a crash in NWNX.
        }
        public void ApplyStatChanges(NWPlayer player, NWItem ignoreItem, bool isInitialization = false)
        {
            if (!player.IsPlayer)
            {
                return;
            }
            if (!player.IsInitializedAsPlayer)
            {
                return;
            }

            // Don't fire for ammo as it reapplies bonuses **just** removed from blasters.
            if (ignoreItem != null &&
                (ignoreItem.BaseItemType == BASE_ITEM_BOLT ||
                 ignoreItem.BaseItemType == BASE_ITEM_ARROW ||
                 ignoreItem.BaseItemType == BASE_ITEM_BULLET))
            {
                return;
            }

            Player             pcEntity    = _data.Get <Player>(player.GlobalID);
            List <PCSkill>     skills      = _data.Where <PCSkill>(x => x.PlayerID == player.GlobalID && x.Rank > 0).ToList();
            EffectiveItemStats itemBonuses = GetPlayerItemEffectiveStats(player, ignoreItem);

            float strBonus = 0.0f;
            float dexBonus = 0.0f;
            float conBonus = 0.0f;
            float intBonus = 0.0f;
            float wisBonus = 0.0f;
            float chaBonus = 0.0f;

            using (new Profiler("PlayerStatService::ApplyStatChanges::AttributeApplication"))
            {
                foreach (PCSkill pcSkill in skills)
                {
                    Skill           skill     = _data.Get <Skill>(pcSkill.SkillID);
                    CustomAttribute primary   = (CustomAttribute)skill.Primary;
                    CustomAttribute secondary = (CustomAttribute)skill.Secondary;
                    CustomAttribute tertiary  = (CustomAttribute)skill.Tertiary;

                    // Primary Bonuses
                    if (primary == CustomAttribute.STR)
                    {
                        strBonus += PrimaryIncrease * pcSkill.Rank;
                    }
                    else if (primary == CustomAttribute.DEX)
                    {
                        dexBonus += PrimaryIncrease * pcSkill.Rank;
                    }
                    else if (primary == CustomAttribute.CON)
                    {
                        conBonus += PrimaryIncrease * pcSkill.Rank;
                    }
                    else if (primary == CustomAttribute.INT)
                    {
                        intBonus += PrimaryIncrease * pcSkill.Rank;
                    }
                    else if (primary == CustomAttribute.WIS)
                    {
                        wisBonus += PrimaryIncrease * pcSkill.Rank;
                    }
                    else if (primary == CustomAttribute.CHA)
                    {
                        chaBonus += PrimaryIncrease * pcSkill.Rank;
                    }

                    // Secondary Bonuses
                    if (secondary == CustomAttribute.STR)
                    {
                        strBonus += SecondaryIncrease * pcSkill.Rank;
                    }
                    else if (secondary == CustomAttribute.DEX)
                    {
                        dexBonus += SecondaryIncrease * pcSkill.Rank;
                    }
                    else if (secondary == CustomAttribute.CON)
                    {
                        conBonus += SecondaryIncrease * pcSkill.Rank;
                    }
                    else if (secondary == CustomAttribute.INT)
                    {
                        intBonus += SecondaryIncrease * pcSkill.Rank;
                    }
                    else if (secondary == CustomAttribute.WIS)
                    {
                        wisBonus += SecondaryIncrease * pcSkill.Rank;
                    }
                    else if (secondary == CustomAttribute.CHA)
                    {
                        chaBonus += SecondaryIncrease * pcSkill.Rank;
                    }

                    // Tertiary Bonuses
                    if (tertiary == CustomAttribute.STR)
                    {
                        strBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                    else if (tertiary == CustomAttribute.DEX)
                    {
                        dexBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                    else if (tertiary == CustomAttribute.CON)
                    {
                        conBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                    else if (tertiary == CustomAttribute.INT)
                    {
                        intBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                    else if (tertiary == CustomAttribute.WIS)
                    {
                        wisBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                    else if (tertiary == CustomAttribute.CHA)
                    {
                        chaBonus += TertiaryIncrease * pcSkill.Rank;
                    }
                }
            }


            // Check caps.
            if (strBonus > MaxAttributeBonus)
            {
                strBonus = MaxAttributeBonus;
            }
            if (dexBonus > MaxAttributeBonus)
            {
                dexBonus = MaxAttributeBonus;
            }
            if (conBonus > MaxAttributeBonus)
            {
                conBonus = MaxAttributeBonus;
            }
            if (intBonus > MaxAttributeBonus)
            {
                intBonus = MaxAttributeBonus;
            }
            if (wisBonus > MaxAttributeBonus)
            {
                wisBonus = MaxAttributeBonus;
            }
            if (chaBonus > MaxAttributeBonus)
            {
                chaBonus = MaxAttributeBonus;
            }

            // Apply item bonuses
            strBonus += itemBonuses.Strength;
            dexBonus += itemBonuses.Dexterity;
            conBonus += itemBonuses.Constitution;
            wisBonus += itemBonuses.Wisdom;
            intBonus += itemBonuses.Intelligence;
            chaBonus += itemBonuses.Charisma;

            // Check final caps
            if (strBonus > 100)
            {
                strBonus = 100;
            }
            if (dexBonus > 100)
            {
                dexBonus = 100;
            }
            if (conBonus > 100)
            {
                conBonus = 100;
            }
            if (intBonus > 100)
            {
                intBonus = 100;
            }
            if (wisBonus > 100)
            {
                wisBonus = 100;
            }
            if (chaBonus > 100)
            {
                chaBonus = 100;
            }

            // Apply attributes
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, (int)strBonus + pcEntity.STRBase);
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, (int)dexBonus + pcEntity.DEXBase);
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, (int)conBonus + pcEntity.CONBase);
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, (int)intBonus + pcEntity.INTBase);
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_WISDOM, (int)wisBonus + pcEntity.WISBase);
            _nwnxCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, (int)chaBonus + pcEntity.CHABase);

            // Apply AC

            using (new Profiler("PlayerStatService::ApplyStatChanges::CalcAC"))
            {
                int ac = EffectiveArmorClass(itemBonuses, player);
                _nwnxCreature.SetBaseAC(player, ac);
            }


            // Apply BAB

            using (new Profiler("PlayerStatService::ApplyStatChanges::CalcBAB"))
            {
                int bab = CalculateBAB(player, ignoreItem, itemBonuses);
                _nwnxCreature.SetBaseAttackBonus(player, bab);
            }

            // Apply HP

            using (new Profiler("PlayerStatService::ApplyStatChanges::CalcHP"))
            {
                int hp = EffectiveMaxHitPoints(player, itemBonuses);
                for (int level = 1; level <= 5; level++)
                {
                    hp--;
                    _nwnxCreature.SetMaxHitPointsByLevel(player, level, 1);
                }

                for (int level = 1; level <= 5; level++)
                {
                    if (hp > 255) // Levels can only contain a max of 255 HP
                    {
                        _nwnxCreature.SetMaxHitPointsByLevel(player, level, 255);
                        hp = hp - 255;
                    }
                    else // Remaining value gets set to the level. (<255 hp)
                    {
                        _nwnxCreature.SetMaxHitPointsByLevel(player, level, hp + 1);
                        break;
                    }
                }
            }



            if (player.CurrentHP > player.MaxHP)
            {
                int    amount = player.CurrentHP - player.MaxHP;
                Effect damage = _.EffectDamage(amount);
                _.ApplyEffectToObject(DURATION_TYPE_INSTANT, damage, player.Object);
            }

            // Apply FP
            using (new Profiler("PlayerStatService::ApplyStatChanges::CalcFP"))
            {
                pcEntity.MaxFP = EffectiveMaxFP(player, itemBonuses);

                if (isInitialization)
                {
                    pcEntity.CurrentFP = pcEntity.MaxFP;
                }

                _data.SubmitDataChange(pcEntity, DatabaseActionType.Update);
            }
        }
        public EffectiveItemStats GetPlayerItemEffectiveStats(NWPlayer player, NWItem ignoreItem = null)
        {
            using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats"))
            {
                List <PCSkill> pcArmorSkills;
                using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::GetPCArmorSkills"))
                {
                    pcArmorSkills = _data.Where <PCSkill>(x => x.PlayerID == player.GlobalID &&
                                                          (x.SkillID == (int)SkillType.HeavyArmor ||
                                                           x.SkillID == (int)SkillType.LightArmor ||
                                                           x.SkillID == (int)SkillType.ForceArmor))
                                    .ToList();
                }

                int heavyRank = pcArmorSkills.Single(x => x.SkillID == (int)SkillType.HeavyArmor).Rank;
                int lightRank = pcArmorSkills.Single(x => x.SkillID == (int)SkillType.LightArmor).Rank;
                int forceRank = pcArmorSkills.Single(x => x.SkillID == (int)SkillType.ForceArmor).Rank;

                EffectiveItemStats stats = new EffectiveItemStats();
                stats.EnmityRate = 1.0f;

                using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::ItemLoop"))
                {
                    HashSet <NWItem> processed = new HashSet <NWItem>();
                    for (int itemSlot = 0; itemSlot < NUM_INVENTORY_SLOTS; itemSlot++)
                    {
                        NWItem item = _.GetItemInSlot(itemSlot, player);

                        if (!item.IsValid || item.Equals(ignoreItem))
                        {
                            continue;
                        }
                        SkillType skill = _item.GetSkillTypeForItem(item);
                        int       rank;

                        // Have we already processed this particular item? Skip over it.
                        // NWN likes to include the same weapon in multiple slots for some reasons, so this works around that.
                        // If someone has a better solution to this please feel free to change it.
                        if (processed.Contains(item))
                        {
                            continue;
                        }
                        processed.Add(item);

                        using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::ItemLoop::GetRank"))
                        {
                            rank = _data.Single <PCSkill>(x => x.PlayerID == player.GlobalID && x.SkillID == (int)skill).Rank;
                        }

                        using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::ItemLoop::StatAdjustments"))
                        {
                            // Only scale casting speed if it's a bonus. Penalties remain regardless of skill level difference.
                            if (item.CastingSpeed > 0)
                            {
                                stats.CastingSpeed += CalculateAdjustedValue(item.CastingSpeed, item.RecommendedLevel, rank, 1);
                            }
                            else
                            {
                                stats.CastingSpeed += item.CastingSpeed;
                            }

                            stats.EnmityRate   += CalculateAdjustedValue(0.01f * item.EnmityRate, item.RecommendedLevel, rank, 0.00f);
                            stats.DarkAbility  += CalculateAdjustedValue(item.DarkAbilityBonus, item.RecommendedLevel, rank, 0);
                            stats.LightAbility += CalculateAdjustedValue(item.LightAbilityBonus, item.RecommendedLevel, rank, 0);
                            stats.Luck         += CalculateAdjustedValue(item.LuckBonus, item.RecommendedLevel, rank, 0);
                            stats.Meditate     += CalculateAdjustedValue(item.MeditateBonus, item.RecommendedLevel, rank, 0);
                            stats.Rest         += CalculateAdjustedValue(item.RestBonus, item.RecommendedLevel, rank, 0);
                            stats.Medicine     += CalculateAdjustedValue(item.MedicineBonus, item.RecommendedLevel, rank, 0);
                            stats.HPRegen      += CalculateAdjustedValue(item.HPRegenBonus, item.RecommendedLevel, rank, 0);
                            stats.FPRegen      += CalculateAdjustedValue(item.FPRegenBonus, item.RecommendedLevel, rank, 0);
                            stats.Weaponsmith  += CalculateAdjustedValue(item.CraftBonusWeaponsmith, item.RecommendedLevel, rank, 0);
                            stats.Cooking      += CalculateAdjustedValue(item.CraftBonusCooking, item.RecommendedLevel, rank, 0);
                            stats.Engineering  += CalculateAdjustedValue(item.CraftBonusEngineering, item.RecommendedLevel, rank, 0);
                            stats.Fabrication  += CalculateAdjustedValue(item.CraftBonusFabrication, item.RecommendedLevel, rank, 0);
                            stats.Armorsmith   += CalculateAdjustedValue(item.CraftBonusArmorsmith, item.RecommendedLevel, rank, 0);
                            stats.Harvesting   += CalculateAdjustedValue(item.HarvestingBonus, item.RecommendedLevel, rank, 0);
                            stats.SneakAttack  += CalculateAdjustedValue(item.SneakAttackBonus, item.RecommendedLevel, rank, 0);

                            stats.Strength     += CalculateAdjustedValue(item.StrengthBonus, item.RecommendedLevel, rank, 0);
                            stats.Dexterity    += CalculateAdjustedValue(item.DexterityBonus, item.RecommendedLevel, rank, 0);
                            stats.Constitution += CalculateAdjustedValue(item.ConstitutionBonus, item.RecommendedLevel, rank, 0);
                            stats.Wisdom       += CalculateAdjustedValue(item.WisdomBonus, item.RecommendedLevel, rank, 0);
                            stats.Intelligence += CalculateAdjustedValue(item.IntelligenceBonus, item.RecommendedLevel, rank, 0);
                            stats.Charisma     += CalculateAdjustedValue(item.CharismaBonus, item.RecommendedLevel, rank, 0);
                            stats.HP           += CalculateAdjustedValue(item.HPBonus, item.RecommendedLevel, rank, 0);
                            stats.FP           += CalculateAdjustedValue(item.FPBonus, item.RecommendedLevel, rank, 0);
                        }


                        using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::ItemLoop::CalcBAB"))
                        {
                            // Calculate base attack bonus
                            int itemLevel = item.RecommendedLevel;
                            int delta     = itemLevel - rank;
                            int itemBAB   = item.BaseAttackBonus;
                            if (delta >= 1)
                            {
                                itemBAB--;
                            }
                            if (delta > 0)
                            {
                                itemBAB = itemBAB - delta / 5;
                            }

                            if (itemBAB <= 0)
                            {
                                itemBAB = 0;
                            }
                            stats.BAB += itemBAB;
                        }

                        using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::ItemLoop::CalcAC"))
                        {
                            // Calculate AC
                            if (ACBaseItemTypes.Contains(item.BaseItemType))
                            {
                                int skillRankToUse;
                                if (item.CustomItemType == CustomItemType.HeavyArmor)
                                {
                                    skillRankToUse = heavyRank;
                                }
                                else if (item.CustomItemType == CustomItemType.LightArmor)
                                {
                                    skillRankToUse = lightRank;
                                }
                                else if (item.CustomItemType == CustomItemType.ForceArmor)
                                {
                                    skillRankToUse = forceRank;
                                }
                                else
                                {
                                    continue;
                                }

                                int itemAC = item.CustomAC;
                                itemAC    = CalculateAdjustedValue(itemAC, item.RecommendedLevel, skillRankToUse, 0);
                                stats.AC += itemAC;
                            }
                        }
                    }
                }

                using (new Profiler("PlayerStatService::ApplyStatChanges::GetPlayerItemEffectiveStats::FinalAdjustments"))
                {
                    // Final casting speed adjustments
                    if (stats.CastingSpeed < -99)
                    {
                        stats.CastingSpeed = -99;
                    }
                    else if (stats.CastingSpeed > 99)
                    {
                        stats.CastingSpeed = 99;
                    }

                    // Final enmity adjustments
                    if (stats.EnmityRate < 0.5f)
                    {
                        stats.EnmityRate = 0.5f;
                    }
                    else if (stats.EnmityRate > 1.5f)
                    {
                        stats.EnmityRate = 1.5f;
                    }

                    var stance = _customEffect.GetCurrentStanceType(player);
                    if (stance == CustomEffectType.ShieldOath)
                    {
                        stats.EnmityRate = stats.EnmityRate + 0.2f;
                    }

                    return(stats);
                }
            }
        }
Esempio n. 10
0
        public EffectiveItemStats GetPlayerItemEffectiveStats(NWPlayer player, NWItem ignoreItem = null)
        {
            EffectiveItemStats stats = new EffectiveItemStats();

            stats.EnmityRate = 1.0f;

            for (int itemSlot = 0; itemSlot < NUM_INVENTORY_SLOTS; itemSlot++)
            {
                NWItem item = _.GetItemInSlot(itemSlot, player);
                if (!item.IsValid || item.Equals(ignoreItem))
                {
                    continue;
                }
                SkillType skill = _item.GetSkillTypeForItem(item);
                int       rank  = _data.Single <PCSkill>(x => x.PlayerID == player.GlobalID && x.SkillID == (int)skill).Rank;

                // Only scale casting speed if it's a bonus. Penalties remain regardless of skill level difference.
                if (item.CastingSpeed > 0)
                {
                    stats.CastingSpeed += CalculateAdjustedValue(item.CastingSpeed, item.RecommendedLevel, rank);
                }
                else
                {
                    stats.CastingSpeed += item.CastingSpeed;
                }

                stats.EnmityRate   += CalculateAdjustedValue(0.01f * item.EnmityRate, item.RecommendedLevel, rank, 0.00f);
                stats.DarkAbility  += CalculateAdjustedValue(item.DarkAbilityBonus, item.RecommendedLevel, rank, 0);
                stats.LightAbility += CalculateAdjustedValue(item.LightAbilityBonus, item.RecommendedLevel, rank, 0);
                stats.Luck         += CalculateAdjustedValue(item.LuckBonus, item.RecommendedLevel, rank, 0);
                stats.Meditate     += CalculateAdjustedValue(item.MeditateBonus, item.RecommendedLevel, rank, 0);
                stats.Rest         += CalculateAdjustedValue(item.RestBonus, item.RecommendedLevel, rank, 0);
                stats.Medicine     += CalculateAdjustedValue(item.MedicineBonus, item.RecommendedLevel, rank, 0);
                stats.HPRegen      += CalculateAdjustedValue(item.HPRegenBonus, item.RecommendedLevel, rank, 0);
                stats.FPRegen      += CalculateAdjustedValue(item.FPRegenBonus, item.RecommendedLevel, rank, 0);
                stats.Weaponsmith  += CalculateAdjustedValue(item.CraftBonusWeaponsmith, item.RecommendedLevel, rank, 0);
                stats.Cooking      += CalculateAdjustedValue(item.CraftBonusCooking, item.RecommendedLevel, rank, 0);
                stats.Engineering  += CalculateAdjustedValue(item.CraftBonusEngineering, item.RecommendedLevel, rank, 0);
                stats.Fabrication  += CalculateAdjustedValue(item.CraftBonusFabrication, item.RecommendedLevel, rank, 0);
                stats.Armorsmith   += CalculateAdjustedValue(item.CraftBonusArmorsmith, item.RecommendedLevel, rank, 0);
                stats.Harvesting   += CalculateAdjustedValue(item.HarvestingBonus, item.RecommendedLevel, rank, 0);
                stats.SneakAttack  += CalculateAdjustedValue(item.SneakAttackBonus, item.RecommendedLevel, rank, 0);

                stats.Strength     += CalculateAdjustedValue(item.StrengthBonus, item.RecommendedLevel, rank, 0);
                stats.Dexterity    += CalculateAdjustedValue(item.DexterityBonus, item.RecommendedLevel, rank, 0);
                stats.Constitution += CalculateAdjustedValue(item.ConstitutionBonus, item.RecommendedLevel, rank, 0);
                stats.Wisdom       += CalculateAdjustedValue(item.WisdomBonus, item.RecommendedLevel, rank, 0);
                stats.Intelligence += CalculateAdjustedValue(item.IntelligenceBonus, item.RecommendedLevel, rank, 0);
                stats.Charisma     += CalculateAdjustedValue(item.CharismaBonus, item.RecommendedLevel, rank, 0);
            }

            // Final casting speed adjustments
            if (stats.CastingSpeed < -99)
            {
                stats.CastingSpeed = -99;
            }
            else if (stats.CastingSpeed > 99)
            {
                stats.CastingSpeed = 99;
            }

            // Final enmity adjustments
            if (stats.EnmityRate < 0.5f)
            {
                stats.EnmityRate = 0.5f;
            }
            else if (stats.EnmityRate > 1.5f)
            {
                stats.EnmityRate = 1.5f;
            }

            var stance = _customEffect.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                stats.EnmityRate = stats.EnmityRate + 0.2f;
            }

            return(stats);
        }
Esempio n. 11
0
        private static int CalculateBAB(NWPlayer oPC, NWItem ignoreItem, EffectiveItemStats stats)
        {
            NWItem weapon = oPC.RightHand;

            // The unequip event fires before the item is actually unequipped, so we need
            // to have additional checks to make sure we're not getting the weapon that's about to be
            // unequipped.
            if (weapon.Equals(ignoreItem))
            {
                weapon = null;
                NWItem offHand = oPC.LeftHand;

                if (offHand.CustomItemType == CustomItemType.Vibroblade ||
                    offHand.CustomItemType == CustomItemType.FinesseVibroblade ||
                    offHand.CustomItemType == CustomItemType.Baton ||
                    offHand.CustomItemType == CustomItemType.HeavyVibroblade ||
                    offHand.CustomItemType == CustomItemType.Saberstaff ||
                    offHand.CustomItemType == CustomItemType.Polearm ||
                    offHand.CustomItemType == CustomItemType.TwinBlade ||
                    offHand.CustomItemType == CustomItemType.MartialArtWeapon ||
                    offHand.CustomItemType == CustomItemType.BlasterPistol ||
                    offHand.CustomItemType == CustomItemType.BlasterRifle ||
                    offHand.CustomItemType == CustomItemType.Throwing)
                {
                    weapon = offHand;
                }
            }

            if (weapon == null || !weapon.IsValid)
            {
                weapon = oPC.Arms;
            }
            if (!weapon.IsValid)
            {
                return(0);
            }

            SkillType itemSkill = ItemService.GetSkillTypeForItem(weapon);

            if (itemSkill == SkillType.Unknown ||
                itemSkill == SkillType.LightArmor ||
                itemSkill == SkillType.HeavyArmor ||
                itemSkill == SkillType.ForceArmor ||
                itemSkill == SkillType.Shields)
            {
                return(0);
            }

            int     weaponSkillID = (int)itemSkill;
            PCSkill skill         = DataService.PCSkill.GetByPlayerIDAndSkillID(oPC.GlobalID, weaponSkillID);

            if (skill == null)
            {
                return(0);
            }
            int            skillBAB                = skill.Rank / 10;
            int            perkBAB                 = 0;
            int            backgroundBAB           = 0;
            BackgroundType background              = (BackgroundType)oPC.Class1;
            bool           receivesBackgroundBonus = false;

            switch (weapon.CustomItemType)
            {
            case CustomItemType.FinesseVibroblade:
                receivesBackgroundBonus = background == BackgroundType.Duelist;
                break;

            case CustomItemType.Baton:
                receivesBackgroundBonus = background == BackgroundType.SecurityOfficer;
                break;

            case CustomItemType.HeavyVibroblade:
                receivesBackgroundBonus = background == BackgroundType.Soldier;
                break;

            case CustomItemType.TwinBlade:
                receivesBackgroundBonus = background == BackgroundType.Berserker;
                break;

            case CustomItemType.MartialArtWeapon:
                receivesBackgroundBonus = background == BackgroundType.TerasKasi;
                break;

            case CustomItemType.BlasterPistol:
                receivesBackgroundBonus = background == BackgroundType.Smuggler;
                break;

            case CustomItemType.BlasterRifle:
                receivesBackgroundBonus = background == BackgroundType.Sharpshooter || background == BackgroundType.Mandalorian;
                break;
            }

            if (receivesBackgroundBonus)
            {
                backgroundBAB = background == BackgroundType.Mandalorian ? 1 : 2;
            }

            return(1 + skillBAB + perkBAB + stats.BAB + backgroundBAB); // Note: Always add 1 to BAB. 0 will cause a crash in NWNX.
        }
Esempio n. 12
0
        public static void ApplyStatChanges(NWPlayer player, NWItem ignoreItem, bool isInitialization = false)
        {
            if (!player.IsPlayer)
            {
                return;
            }
            if (!player.IsInitializedAsPlayer)
            {
                return;
            }
            if (player.GetLocalInt("IS_SHIP") == 1)
            {
                return;
            }

            // Don't fire for ammo as it reapplies bonuses we **just** removed from blasters.
            if (ignoreItem != null &&
                (ignoreItem.BaseItemType == BaseItem.Bolt ||
                 ignoreItem.BaseItemType == BaseItem.Arrow ||
                 ignoreItem.BaseItemType == BaseItem.Bullet))
            {
                return;
            }

            Player         pcEntity = DataService.Player.GetByID(player.GlobalID);
            List <PCSkill> skills   = DataService.PCSkill
                                      .GetAllByPlayerID(player.GlobalID)
                                      .Where(x => x.Rank > 0).ToList();
            EffectiveItemStats itemBonuses = GetPlayerItemEffectiveStats(player, ignoreItem);

            float strBonus = 0.0f;
            float dexBonus = 0.0f;
            float conBonus = 0.0f;
            float intBonus = 0.0f;
            float wisBonus = 0.0f;
            float chaBonus = 0.0f;

            foreach (PCSkill pcSkill in skills)
            {
                Skill           skill     = DataService.Skill.GetByID(pcSkill.SkillID);
                CustomAttribute primary   = (CustomAttribute)skill.Primary;
                CustomAttribute secondary = (CustomAttribute)skill.Secondary;
                CustomAttribute tertiary  = (CustomAttribute)skill.Tertiary;

                // Primary Bonuses
                if (primary == CustomAttribute.STR)
                {
                    strBonus += PrimaryIncrease * pcSkill.Rank;
                }
                else if (primary == CustomAttribute.DEX)
                {
                    dexBonus += PrimaryIncrease * pcSkill.Rank;
                }
                else if (primary == CustomAttribute.CON)
                {
                    conBonus += PrimaryIncrease * pcSkill.Rank;
                }
                else if (primary == CustomAttribute.INT)
                {
                    intBonus += PrimaryIncrease * pcSkill.Rank;
                }
                else if (primary == CustomAttribute.WIS)
                {
                    wisBonus += PrimaryIncrease * pcSkill.Rank;
                }
                else if (primary == CustomAttribute.CHA)
                {
                    chaBonus += PrimaryIncrease * pcSkill.Rank;
                }

                // Secondary Bonuses
                if (secondary == CustomAttribute.STR)
                {
                    strBonus += SecondaryIncrease * pcSkill.Rank;
                }
                else if (secondary == CustomAttribute.DEX)
                {
                    dexBonus += SecondaryIncrease * pcSkill.Rank;
                }
                else if (secondary == CustomAttribute.CON)
                {
                    conBonus += SecondaryIncrease * pcSkill.Rank;
                }
                else if (secondary == CustomAttribute.INT)
                {
                    intBonus += SecondaryIncrease * pcSkill.Rank;
                }
                else if (secondary == CustomAttribute.WIS)
                {
                    wisBonus += SecondaryIncrease * pcSkill.Rank;
                }
                else if (secondary == CustomAttribute.CHA)
                {
                    chaBonus += SecondaryIncrease * pcSkill.Rank;
                }

                // Tertiary Bonuses
                if (tertiary == CustomAttribute.STR)
                {
                    strBonus += TertiaryIncrease * pcSkill.Rank;
                }
                else if (tertiary == CustomAttribute.DEX)
                {
                    dexBonus += TertiaryIncrease * pcSkill.Rank;
                }
                else if (tertiary == CustomAttribute.CON)
                {
                    conBonus += TertiaryIncrease * pcSkill.Rank;
                }
                else if (tertiary == CustomAttribute.INT)
                {
                    intBonus += TertiaryIncrease * pcSkill.Rank;
                }
                else if (tertiary == CustomAttribute.WIS)
                {
                    wisBonus += TertiaryIncrease * pcSkill.Rank;
                }
                else if (tertiary == CustomAttribute.CHA)
                {
                    chaBonus += TertiaryIncrease * pcSkill.Rank;
                }
            }

            // Check caps.
            if (strBonus > MaxAttributeBonus)
            {
                strBonus = MaxAttributeBonus;
            }
            if (dexBonus > MaxAttributeBonus)
            {
                dexBonus = MaxAttributeBonus;
            }
            if (conBonus > MaxAttributeBonus)
            {
                conBonus = MaxAttributeBonus;
            }
            if (intBonus > MaxAttributeBonus)
            {
                intBonus = MaxAttributeBonus;
            }
            if (wisBonus > MaxAttributeBonus)
            {
                wisBonus = MaxAttributeBonus;
            }
            if (chaBonus > MaxAttributeBonus)
            {
                chaBonus = MaxAttributeBonus;
            }

            // Apply item bonuses
            strBonus += itemBonuses.Strength;
            dexBonus += itemBonuses.Dexterity;
            conBonus += itemBonuses.Constitution;
            wisBonus += itemBonuses.Wisdom;
            intBonus += itemBonuses.Intelligence;
            chaBonus += itemBonuses.Charisma;

            // Check final caps
            if (strBonus > 55)
            {
                strBonus = 55;
            }
            if (dexBonus > 55)
            {
                dexBonus = 55;
            }
            if (conBonus > 55)
            {
                conBonus = 55;
            }
            if (intBonus > 55)
            {
                intBonus = 55;
            }
            if (wisBonus > 55)
            {
                wisBonus = 55;
            }
            if (chaBonus > 55)
            {
                chaBonus = 55;
            }

            // Apply attributes
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Strength, (int)strBonus + pcEntity.STRBase);
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Dexterity, (int)dexBonus + pcEntity.DEXBase);
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Constitution, (int)conBonus + pcEntity.CONBase);
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Intelligence, (int)intBonus + pcEntity.INTBase);
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Wisdom, (int)wisBonus + pcEntity.WISBase);
            NWNXCreature.SetRawAbilityScore(player, AbilityType.Charisma, (int)chaBonus + pcEntity.CHABase);

            // Apply AC
            int ac = EffectiveArmorClass(player, ignoreItem, itemBonuses);

            NWNXCreature.SetBaseAC(player, ac);

            // Apply BAB
            int bab = CalculateBAB(player, ignoreItem, itemBonuses);

            NWNXCreature.SetBaseAttackBonus(player, bab);

            // Apply HP
            int hp = EffectiveMaxHitPoints(player, itemBonuses);

            for (int level = 1; level <= 5; level++)
            {
                hp--;
                NWNXCreature.SetMaxHitPointsByLevel(player, level, 1);
            }

            for (int level = 1; level <= 5; level++)
            {
                if (hp >= 255) // Levels can only contain a max of 255 HP
                {
                    NWNXCreature.SetMaxHitPointsByLevel(player, level, 255);
                    hp = hp - 254;
                }
                else // Remaining value gets set to the level. (<255 hp)
                {
                    NWNXCreature.SetMaxHitPointsByLevel(player, level, hp + 1);
                    break;
                }
            }

            if (player.CurrentHP > player.MaxHP)
            {
                int amount = player.CurrentHP - player.MaxHP;
                var damage = _.EffectDamage(amount);
                _.ApplyEffectToObject(DurationType.Instant, damage, player.Object);
            }

            // Apply FP
            pcEntity.MaxFP = EffectiveMaxFP(player, itemBonuses);

            if (isInitialization)
            {
                pcEntity.CurrentFP = pcEntity.MaxFP;
            }

            DataService.SubmitDataChange(pcEntity, DatabaseActionType.Update);

            // Attempt a refresh of the character sheet UI in a second.
            _.DelayCommand(1.0f, () =>
            {
                NWNXPlayer.UpdateCharacterSheet(player);
            });
        }
Esempio n. 13
0
        public static EffectiveItemStats GetPlayerItemEffectiveStats(NWPlayer player, NWItem ignoreItem = null)
        {
            int heavyRank   = DataService.PCSkill.GetByPlayerIDAndSkillID(player.GlobalID, (int)SkillType.HeavyArmor).Rank;
            int lightRank   = DataService.PCSkill.GetByPlayerIDAndSkillID(player.GlobalID, (int)SkillType.LightArmor).Rank;
            int forceRank   = DataService.PCSkill.GetByPlayerIDAndSkillID(player.GlobalID, (int)SkillType.ForceArmor).Rank;
            int martialRank = DataService.PCSkill.GetByPlayerIDAndSkillID(player.GlobalID, (int)SkillType.MartialArts).Rank;

            EffectiveItemStats stats = new EffectiveItemStats();

            stats.EnmityRate = 1.0f;

            HashSet <NWItem> processed = new HashSet <NWItem>();

            for (int itemSlot = 0; itemSlot < NumberOfInventorySlots; itemSlot++)
            {
                NWItem item = _.GetItemInSlot((InventorySlot)itemSlot, player);

                if (!item.IsValid || item.Equals(ignoreItem))
                {
                    continue;
                }

                // Have we already processed this particular item? Skip over it.
                // NWN likes to include the same weapon in multiple slots for some reasons, so this works around that.
                // If someone has a better solution to this please feel free to change it.
                if (processed.Contains(item))
                {
                    continue;
                }
                processed.Add(item);

                SkillType skill = ItemService.GetSkillTypeForItem(item);
                var       rank  = DataService.PCSkill.GetByPlayerIDAndSkillID(player.GlobalID, (int)skill).Rank;
                stats.CooldownRecovery += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_COOLDOWN_RECOVERY");
                stats.EnmityRate       += item.GetLocalFloat("STAT_EFFECTIVE_LEVEL_ENMITY_RATE");
                stats.Luck             += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_LUCK_BONUS");
                stats.Meditate         += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_MEDITATE_BONUS");
                stats.Rest             += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_REST_BONUS");
                stats.Medicine         += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_MEDICINE_BONUS");
                stats.HPRegen          += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_HP_REGEN_BONUS");
                stats.FPRegen          += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_FP_REGEN_BONUS");
                stats.Weaponsmith      += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_WEAPONSMITH_BONUS");
                stats.Cooking          += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_COOKING_BONUS");
                stats.Engineering      += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_ENGINEERING_BONUS");
                stats.Fabrication      += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_FABRICATION_BONUS");
                stats.Armorsmith       += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_ARMORSMITH_BONUS");
                stats.Harvesting       += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_HARVESTING_BONUS");
                stats.Piloting         += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_PILOTING_BONUS");
                stats.Scavenging       += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_SCAVENGING_BONUS");
                stats.SneakAttack      += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_SNEAK_ATTACK_BONUS");
                stats.Strength         += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_STRENGTH_BONUS");
                stats.Dexterity        += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_DEXTERITY_BONUS");
                stats.Constitution     += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_CONSTITUTION_BONUS");
                stats.Wisdom           += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_WISDOM_BONUS");
                stats.Intelligence     += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_INTELLIGENCE_BONUS");
                stats.Charisma         += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_CHARISMA_BONUS");
                stats.HP += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_HP_BONUS");
                stats.FP += item.GetLocalInt("STAT_EFFECTIVE_LEVEL_FP_BONUS");

                // Calculate base attack bonus
                if (ItemService.WeaponBaseItemTypes.Contains(item.BaseItemType))
                {
                    int itemLevel = item.RecommendedLevel;
                    int delta     = itemLevel - rank;
                    int itemBAB   = item.BaseAttackBonus;
                    if (delta >= 1)
                    {
                        itemBAB--;
                    }
                    if (delta > 0)
                    {
                        itemBAB = itemBAB - delta / 5;
                    }

                    if (itemBAB <= 0)
                    {
                        itemBAB = 0;
                    }
                    stats.BAB += itemBAB;
                }


                // Calculate AC
                if (ItemService.ArmorBaseItemTypes.Contains(item.BaseItemType))
                {
                    int skillRankToUse;
                    int maxAC = 0;

                    if (item.CustomItemType == CustomItemType.HeavyArmor)
                    {
                        skillRankToUse = heavyRank;
                        maxAC          = 10;
                    }
                    else if (item.CustomItemType == CustomItemType.LightArmor)
                    {
                        skillRankToUse = lightRank;
                        maxAC          = 13;
                    }
                    else if (item.CustomItemType == CustomItemType.ForceArmor)
                    {
                        skillRankToUse = forceRank;
                        maxAC          = 11;
                    }
                    else if (item.CustomItemType == CustomItemType.MartialArtWeapon)
                    {
                        skillRankToUse = martialRank;
                    }
                    else
                    {
                        continue;
                    }

                    int itemAC = item.CustomAC;
                    itemAC = CalculateAdjustedValue(itemAC, item.RecommendedLevel, skillRankToUse, 0);
                    if (itemAC > maxAC)
                    {
                        item.CustomAC = maxAC;
                    }
                    stats.AC += itemAC;
                }
            }

            // Final casting speed adjustments
            if (stats.CooldownRecovery < -99)
            {
                stats.CooldownRecovery = -99;
            }
            else if (stats.CooldownRecovery > 99)
            {
                stats.CooldownRecovery = 99;
            }

            // Final enmity adjustments
            if (stats.EnmityRate < 0.5f)
            {
                stats.EnmityRate = 0.5f;
            }
            else if (stats.EnmityRate > 1.5f)
            {
                stats.EnmityRate = 1.5f;
            }

            var stance = CustomEffectService.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                stats.EnmityRate = stats.EnmityRate + 0.2f;
            }

            return(stats);
        }
Esempio n. 14
0
        // New component items will be spawned and the appropriate properties from the base item will be transferred.
        public bool Run(params object[] args)
        {
            _player = (NWPlayer)args[0];
            int xp = 100; // Always grant at least this much XP to player.

            // Remove the immobilization effect
            foreach (var effect in _player.Effects)
            {
                if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
                {
                    _.RemoveEffect(_player, effect);
                }
            }

            // Check for a fuel cell in the player's inventory again. If it doesn't exist, we exit early with an error message.
            NWItem fuel = _.GetItemPossessedBy(_player, "ass_power");

            if (!fuel.IsValid)
            {
                _player.SendMessage(ColorTokenService.Red("A 'Reassembly Fuel Cell' was not found in your inventory. Reassembly failed."));
                return(false);
            }

            // Otherwise the fuel cell was found. Destroy it and continue on with the process.
            fuel.Destroy();

            _playerItemStats = PlayerStatService.GetPlayerItemEffectiveStats(_player);
            string      serializedSalvageItem = (string)args[1];
            NWPlaceable tempStorage           = _.GetObjectByTag("TEMP_ITEM_STORAGE");
            NWItem      item = SerializationService.DeserializeItem(serializedSalvageItem, tempStorage);
            int         salvageComponentTypeID = (int)args[2];

            _componentType = DataService.Get <ComponentType>(salvageComponentTypeID);

            // Create an item with no bonuses every time.
            _.CreateItemOnObject(_componentType.ReassembledResref, _player);

            // Now check specific custom properties which are stored as local variables on the item.
            xp += ProcessProperty(item.HarvestingBonus, 3, ComponentBonusType.HarvestingUp);
            xp += ProcessProperty(item.PilotingBonus, 3, ComponentBonusType.PilotingUp);
            xp += ProcessProperty(item.ScanningBonus, 3, ComponentBonusType.ScanningUp);
            xp += ProcessProperty(item.ScavengingBonus, 3, ComponentBonusType.ScavengingUp);
            xp += ProcessProperty(item.CooldownRecovery, 3, ComponentBonusType.CooldownRecoveryUp);
            xp += ProcessProperty(item.CraftBonusArmorsmith, 3, ComponentBonusType.ArmorsmithUp);
            xp += ProcessProperty(item.CraftBonusWeaponsmith, 3, ComponentBonusType.WeaponsmithUp);
            xp += ProcessProperty(item.CraftBonusCooking, 3, ComponentBonusType.CookingUp);
            xp += ProcessProperty(item.CraftBonusEngineering, 3, ComponentBonusType.EngineeringUp);
            xp += ProcessProperty(item.CraftBonusFabrication, 3, ComponentBonusType.FabricationUp);
            xp += ProcessProperty(item.HPBonus, 5, ComponentBonusType.HPUp, 0.5f);
            xp += ProcessProperty(item.FPBonus, 5, ComponentBonusType.FPUp, 0.5f);
            xp += ProcessProperty(item.EnmityRate, 3, ComponentBonusType.EnmityUp);

            xp += ProcessProperty(item.LuckBonus, 3, ComponentBonusType.LuckUp);
            xp += ProcessProperty(item.MeditateBonus, 3, ComponentBonusType.MeditateUp);
            xp += ProcessProperty(item.RestBonus, 3, ComponentBonusType.RestUp);
            xp += ProcessProperty(item.MedicineBonus, 3, ComponentBonusType.MedicineUp);
            xp += ProcessProperty(item.HPRegenBonus, 3, ComponentBonusType.HPRegenUp);
            xp += ProcessProperty(item.FPRegenBonus, 3, ComponentBonusType.FPRegenUp);
            xp += ProcessProperty(item.BaseAttackBonus, 3, ComponentBonusType.BaseAttackBonusUp, 6f);
            xp += ProcessProperty(item.StructureBonus, 3, ComponentBonusType.StructureBonusUp);
            xp += ProcessProperty(item.SneakAttackBonus, 3, ComponentBonusType.SneakAttackUp);
            xp += ProcessProperty(item.DamageBonus, 3, ComponentBonusType.DamageUp);
            xp += ProcessProperty(item.StrengthBonus, 3, ComponentBonusType.StrengthUp);
            xp += ProcessProperty(item.DexterityBonus, 3, ComponentBonusType.DexterityUp);
            xp += ProcessProperty(item.ConstitutionBonus, 3, ComponentBonusType.ConstitutionUp);
            xp += ProcessProperty(item.WisdomBonus, 3, ComponentBonusType.WisdomUp);
            xp += ProcessProperty(item.IntelligenceBonus, 3, ComponentBonusType.IntelligenceUp);
            xp += ProcessProperty(item.CharismaBonus, 3, ComponentBonusType.CharismaUp);
            xp += ProcessProperty(item.DurationBonus, 3, ComponentBonusType.DurationUp);

            item.Destroy();

            SkillService.GiveSkillXP(_player, SkillType.Harvesting, xp);
            return(true);
        }
Esempio n. 15
0
        private static int CalculateForceAccuracy(
            NWCreature caster,
            NWCreature target,
            ForceAbilityType abilityType)
        {
            EffectiveItemStats casterItemStats = caster.IsPlayer ?
                                                 PlayerStatService.GetPlayerItemEffectiveStats(caster.Object) :
                                                 null;
            float casterPrimary;
            float casterSecondary;
            float casterItemAccuracy = casterItemStats?.ForceAccuracy ?? 0;

            EffectiveItemStats targetItemStats = target.IsPlayer ?
                                                 PlayerStatService.GetPlayerItemEffectiveStats(target.Object) :
                                                 null;
            float targetPrimary;
            float targetSecondary;
            float targetItemDefense = targetItemStats?.ForceDefense ?? 0;

            switch (abilityType)
            {
            case ForceAbilityType.Electrical:
                casterPrimary     = caster.Intelligence;
                casterSecondary   = caster.Wisdom;
                targetPrimary     = target.Intelligence;
                targetSecondary   = target.Wisdom;
                targetItemDefense = targetItemDefense + targetItemStats?.ElectricalDefense ?? 0;
                break;

            case ForceAbilityType.Dark:
                casterPrimary     = caster.Intelligence;
                casterSecondary   = caster.Wisdom;
                targetPrimary     = target.Wisdom;
                targetSecondary   = target.Intelligence;
                targetItemDefense = targetItemDefense + targetItemStats?.DarkDefense ?? 0;
                break;

            case ForceAbilityType.Mind:
                casterPrimary     = caster.Wisdom;
                casterSecondary   = caster.Intelligence;
                targetPrimary     = target.Wisdom;
                targetSecondary   = target.Intelligence;
                targetItemDefense = targetItemDefense + targetItemStats?.MindDefense ?? 0;
                break;

            case ForceAbilityType.Light:
                casterPrimary     = caster.Wisdom;
                casterSecondary   = caster.Intelligence;
                targetPrimary     = target.Intelligence;
                targetSecondary   = target.Wisdom;
                targetItemDefense = targetItemDefense + targetItemStats?.ElectricalDefense ?? 0;
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(abilityType), abilityType, null);
            }

            // Calculate accuracy based on the caster's primary and secondary stats. Add modifiers for overall item accuracy.
            float baseAccuracy = caster.Charisma * 0.25f + casterPrimary * 0.75f + casterSecondary * 0.5f + casterItemAccuracy * 0.15f;

            // Calculate defense based on target's primary and secondary stats. Add modifiers for specific defense types.
            float baseDefense = target.Charisma * 0.25f + targetPrimary * 0.75f + targetSecondary * 0.5f + targetItemDefense * 0.15f;

            // Temp defense increases whenever a hostile force ability is used. This is primarily a deterrant towards spamming the same ability over and over.
            string expiration = target.GetLocalString("TEMP_FORCE_DEFENSE_" + (int)abilityType);

            if (DateTime.TryParse(expiration, out var unused))
            {
                int tempDefense = target.GetLocalInt("TEMP_FORCE_DEFENSE_" + (int)abilityType);
                baseDefense += tempDefense;
            }


            float delta         = baseAccuracy - baseDefense;
            float finalAccuracy = delta < 0 ?
                                  75 + (float)Math.Floor(delta / 2.0f) :
                                  75 + delta;

            // Accuracy cannot go above 95% or below 0%
            if (finalAccuracy > 95)
            {
                finalAccuracy = 95;
            }
            else if (finalAccuracy < 0)
            {
                finalAccuracy = 0;
            }

            return((int)finalAccuracy);
        }