static void Postfix(RulesetCharacterHero __instance, ref RulesetAttackMode __result, ref WeaponDescription weaponDescription) { DamageForm firstDamageForm = __result.EffectDescription.FindFirstDamageForm(); WeaponTypeDefinition element = DatabaseRepository.GetDatabase <WeaponTypeDefinition>().GetElement(weaponDescription.WeaponType); int originalAbilityScoreModifier = AttributeDefinitions.ComputeAbilityScoreModifier(__instance.Attributes[__result.AbilityScore].CurrentValue); __result.AbilityScore = element.WeaponProximity == RuleDefinitions.AttackProximity.Melee ? "Strength" : "Dexterity"; if (weaponDescription.WeaponTags.Contains("Finesse") && __instance.GetAttribute("Dexterity").CurrentValue > __instance.GetAttribute(__result.AbilityScore).CurrentValue) { __result.AbilityScore = "Dexterity"; } if (weaponDescription.WeaponTags.Contains("Knowledge") && __instance.GetAttribute("Intelligence").CurrentValue > __instance.GetAttribute(__result.AbilityScore).CurrentValue) { __result.AbilityScore = "Intelligence"; } if (weaponDescription.WeaponTags.Contains("Intuition") && __instance.GetAttribute("Wisdom").CurrentValue > __instance.GetAttribute(__result.AbilityScore).CurrentValue) { __result.AbilityScore = "Wisdom"; } if (weaponDescription.WeaponTags.Contains("Vigor") && __instance.GetAttribute("Constitution").CurrentValue > __instance.GetAttribute(__result.AbilityScore).CurrentValue) { __result.AbilityScore = "Constitution"; } if (weaponDescription.WeaponTags.Contains("Influence") && __instance.GetAttribute("Charisma").CurrentValue > __instance.GetAttribute(__result.AbilityScore).CurrentValue) { __result.AbilityScore = "Charisma"; } int abilityScoreModifier = AttributeDefinitions.ComputeAbilityScoreModifier(__instance.Attributes[__result.AbilityScore].CurrentValue); Predicate <RuleDefinitions.TrendInfo> predicate = FindAbilityScoreTrend; int ability_score_to_hit_trend_index = __result.ToHitBonusTrends.FindIndex(predicate); int ability_score_damage_bonus_trend_index = firstDamageForm.DamageBonusTrends.FindIndex(predicate); if (ability_score_to_hit_trend_index >= 0) { __result.ToHitBonus -= originalAbilityScoreModifier; __result.ToHitBonus += abilityScoreModifier; __result.ToHitBonusTrends.RemoveAt(ability_score_to_hit_trend_index); __result.ToHitBonusTrends.Add(new RuleDefinitions.TrendInfo(abilityScoreModifier, RuleDefinitions.FeatureSourceType.AbilityScore, __result.AbilityScore, (object)null)); } if (ability_score_damage_bonus_trend_index >= 0) { firstDamageForm.DamageBonusTrends.RemoveAt(ability_score_damage_bonus_trend_index); firstDamageForm.BonusDamage -= originalAbilityScoreModifier; firstDamageForm.BonusDamage += abilityScoreModifier; firstDamageForm.DamageBonusTrends.Add(new RuleDefinitions.TrendInfo(abilityScoreModifier, RuleDefinitions.FeatureSourceType.AbilityScore, __result.AbilityScore, (object)null)); } }
public static T SetLastAttackMode <T>(this T entity, RulesetAttackMode value) where T : GuiCharacterAction { entity.SetField("lastAttackMode", value); return(entity); }