Esempio n. 1
0
        private static void HandleFPRegenerationTick(NWPlayer oPC, Player entity)
        {
            entity.CurrentFPTick = entity.CurrentFPTick - 1;
            int rate   = 5;
            int amount = 1;

            if (entity.CurrentFPTick <= 0)
            {
                if (entity.CurrentFP < entity.MaxFP)
                {
                    var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(oPC);
                    // CHA bonus
                    int cha = oPC.CharismaModifier;
                    if (cha > 0)
                    {
                        amount += cha;
                    }
                    amount += effectiveStats.FPRegen;

                    if (oPC.Chest.CustomItemType == CustomItemType.ForceArmor)
                    {
                        int clarityLevel = PerkService.GetCreaturePerkLevel(oPC, PerkType.Clarity);
                        if (clarityLevel > 0)
                        {
                            amount += clarityLevel + 1;
                        }
                    }

                    entity = AbilityService.RestorePlayerFP(oPC, amount, entity);
                }

                entity.CurrentFPTick = rate;
            }
        }
Esempio n. 2
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        public static int CalculateReassemblyChance(NWPlayer player, int penalty)
        {
            const int BaseChance  = 70;
            int       harvesting  = SkillService.GetPCSkillRank(player, SkillType.Harvesting);
            var       itemBonuses = PlayerStatService.GetPlayerItemEffectiveStats(player);
            int       perkLevel   = PerkService.GetCreaturePerkLevel(player, PerkType.MolecularReassemblyProficiency);

            // Calculate the base chance after factoring in skills, perks, and items.
            int categoryChance = (int)(BaseChance + (harvesting / 2.5f) + perkLevel * 10 + itemBonuses.Harvesting / 3f);

            // Reduce the chance by the penalty. This penalty is generally determined by how many properties were already
            // applied during this batch.
            categoryChance -= penalty;

            // Keep bounds between 0 and 100
            if (categoryChance < 0)
            {
                return(0);
            }
            else if (categoryChance > 100)
            {
                return(100);
            }
            else
            {
                return(categoryChance);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Gives GP to a player for a given guild.
        /// If the baseAmount is less than 1, nothing will happen.
        /// If the baseAmount is greater than 1000, the baseAmount will be set to 1000.
        /// If the player ranks up, a message will be sent to him/her and an OnPlayerGuildRankUp event will be published.
        /// </summary>
        /// <param name="player">The player to give GP.</param>
        /// <param name="guild">The guild this GP will apply to.</param>
        /// <param name="baseAmount">The baseAmount of GP to grant.</param>
        public static void GiveGuildPoints(NWPlayer player, GuildType guild, int baseAmount)
        {
            if (baseAmount <= 0)
            {
                return;
            }

            // Clamp max GP baseAmount
            if (baseAmount > 1000)
            {
                baseAmount = 1000;
            }

            // Grant a bonus based on the player's guild relations perk rank. Always offset by 1 so we don't end up with multiplication by zero.
            int perkBonus = PerkService.GetCreaturePerkLevel(player, PerkType.GuildRelations) + 1;

            baseAmount *= perkBonus;

            var dbGuild = DataService.Get <Guild>((int)guild);
            var pcGP    = DataService.Single <PCGuildPoint>(x => x.GuildID == (int)guild && x.PlayerID == player.GlobalID);

            pcGP.Points += baseAmount;

            // Clamp player GP to the highest rank.
            int maxRank = RankProgression.Keys.Max();
            int maxGP   = RankProgression[maxRank];

            if (pcGP.Points >= maxGP)
            {
                pcGP.Points = maxGP - 1;
            }

            // Notify player how much GP they earned.
            player.SendMessage("You earned " + baseAmount + " " + dbGuild.Name + " guild points.");

            // Are we able to rank up?
            bool didRankUp = false;

            if (pcGP.Rank < maxRank)
            {
                // Is it time for a rank up?
                int nextRank = RankProgression[pcGP.Rank];
                if (pcGP.Points >= nextRank)
                {
                    // Let's do a rank up.
                    pcGP.Rank++;
                    player.SendMessage(ColorTokenService.Green("You've reached rank " + pcGP.Rank + " in the " + dbGuild.Name + "!"));
                    didRankUp = true;
                }
            }

            // Submit changes to the DB/cache.
            DataService.SubmitDataChange(pcGP, DatabaseActionType.Update);

            // If the player ranked up, publish an event saying so.
            if (didRankUp)
            {
                MessageHub.Instance.Publish(new OnPlayerGuildRankUp(player.GlobalID, pcGP.Rank));
            }
        }
Esempio n. 4
0
        private static void HandleRegenerationTick(NWPlayer oPC, Player entity)
        {
            entity.RegenerationTick = entity.RegenerationTick - 1;
            int rate   = 5;
            int amount = entity.HPRegenerationAmount;


            if (entity.RegenerationTick <= 0)
            {
                if (oPC.CurrentHP < oPC.MaxHP)
                {
                    var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(oPC);
                    // CON bonus
                    int con = (oPC.ConstitutionModifier / 2);
                    if (con > 0)
                    {
                        amount += con;
                    }
                    amount += effectiveStats.HPRegen;

                    if (oPC.Chest.CustomItemType == CustomItemType.HeavyArmor)
                    {
                        int sturdinessLevel = PerkService.GetCreaturePerkLevel(oPC, PerkType.Sturdiness);
                        if (sturdinessLevel > 0)
                        {
                            amount += sturdinessLevel + 1;
                        }
                    }
                    ApplyEffectToObject(DurationType.Instant, EffectHeal(amount), oPC.Object);
                }

                entity.RegenerationTick = rate;
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Processes all feats which are linked to perks.
        /// </summary>
        private static void OnModuleUseFeat()
        {
            // Activator is the creature who used the feat.
            // Target is who the activator selected to use this feat on.
            NWCreature activator = _.OBJECT_SELF;
            NWCreature target    = NWNXObject.StringToObject(NWNXEvents.GetEventData("TARGET_OBJECT_ID"));
            var        featID    = (Feat)Convert.ToInt32(NWNXEvents.GetEventData("FEAT_ID"));

            // Ensure this perk feat can be activated.
            if (!CanUsePerkFeat(activator, target, featID))
            {
                return;
            }

            // Retrieve information necessary for activation of perk feat.
            var perkFeat = DataService.PerkFeat.GetByFeatID((int)featID);

            Data.Entity.Perk perk = DataService.Perk.GetByID(perkFeat.PerkID);
            int creaturePerkLevel = PerkService.GetCreaturePerkLevel(activator, perk.ID);
            var handler           = PerkService.GetPerkHandler(perkFeat.PerkID);

            SendAOEMessage(activator, activator.Name + " readies " + perk.Name + ".");

            // Force Abilities (aka Spells)
            if (perk.ExecutionTypeID == PerkExecutionType.ForceAbility)
            {
                target.SetLocalInt(LAST_ATTACK + activator.GlobalID, ATTACK_FORCE);
                ActivateAbility(activator, target, perk, handler, creaturePerkLevel, PerkExecutionType.ForceAbility, perkFeat.PerkLevelUnlocked);
            }
            // Combat Abilities
            else if (perk.ExecutionTypeID == PerkExecutionType.CombatAbility)
            {
                target.SetLocalInt(LAST_ATTACK + activator.GlobalID, ATTACK_PHYSICAL);
                ActivateAbility(activator, target, perk, handler, creaturePerkLevel, PerkExecutionType.CombatAbility, perkFeat.PerkLevelUnlocked);
            }
            // Queued Weapon Skills
            else if (perk.ExecutionTypeID == PerkExecutionType.QueuedWeaponSkill)
            {
                target.SetLocalInt(LAST_ATTACK + activator.GlobalID, ATTACK_PHYSICAL);
                HandleQueueWeaponSkill(activator, perk, handler, featID);
            }
            // Stances
            else if (perk.ExecutionTypeID == PerkExecutionType.Stance)
            {
                target.SetLocalInt(LAST_ATTACK + activator.GlobalID, ATTACK_COMBATABILITY);
                ActivateAbility(activator, target, perk, handler, creaturePerkLevel, PerkExecutionType.Stance, perkFeat.PerkLevelUnlocked);
            }
            // Concentration Abilities
            else if (perk.ExecutionTypeID == PerkExecutionType.ConcentrationAbility)
            {
                target.SetLocalInt(LAST_ATTACK + activator.GlobalID, ATTACK_FORCE);
                ActivateAbility(activator, target, perk, handler, creaturePerkLevel, PerkExecutionType.ConcentrationAbility, perkFeat.PerkLevelUnlocked);
            }
        }
Esempio n. 6
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        public static int CalculateGPReward(NWPlayer player, GuildType guild, int baseAmount)
        {
            var   pcGP      = DataService.PCGuildPoint.GetByPlayerIDAndGuildID(player.GlobalID, (int)guild);
            float rankBonus = 0.25f * pcGP.Rank;

            // Grant a bonus based on the player's guild relations perk rank.
            int perkBonus = PerkService.GetCreaturePerkLevel(player, PerkType.GuildRelations);

            baseAmount = baseAmount + (perkBonus * baseAmount);

            return(baseAmount + (int)(baseAmount * rankBonus));
        }
Esempio n. 7
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        public static float CalculateCraftingDelay(NWPlayer oPC, int skillID)
        {
            int      atmosphere = CalculateAreaAtmosphereBonus(oPC.Area);
            PerkType perkType;
            float    adjustedSpeed = 1.0f;

            perkType = PerkType.SpeedyCrafting;

            int perkLevel = PerkService.GetCreaturePerkLevel(oPC, perkType);

            // Each perk level reduces crafting speed by 10%.
            switch (perkLevel)
            {
            case 1: adjustedSpeed = 0.9f; break;

            case 2: adjustedSpeed = 0.8f; break;

            case 3: adjustedSpeed = 0.7f; break;

            case 4: adjustedSpeed = 0.6f; break;

            case 5: adjustedSpeed = 0.5f; break;

            case 6: adjustedSpeed = 0.4f; break;

            case 7: adjustedSpeed = 0.3f; break;

            case 8: adjustedSpeed = 0.2f; break;

            case 9: adjustedSpeed = 0.1f; break;

            case 10: adjustedSpeed = 0.01f; break;
            }

            // Workshops with an atmosphere bonus decrease crafting time.
            if (atmosphere >= 45)
            {
                adjustedSpeed -= 0.2f;
            }
            else if (atmosphere >= 5)
            {
                adjustedSpeed -= 0.1f;
            }

            // Never fall below 1% of overall crafting time.
            if (adjustedSpeed <= 0.01f)
            {
                adjustedSpeed = 0.01f;
            }

            return(BaseCraftDelay * adjustedSpeed);
        }
Esempio n. 8
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        private static int EffectiveMaxFP(NWPlayer player, EffectiveItemStats stats)
        {
            int fp = 20;

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

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

            return(fp);
        }
Esempio n. 9
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        private static int EffectiveMaxHitPoints(NWPlayer player, EffectiveItemStats stats)
        {
            int   hp = 25 + player.ConstitutionModifier * 5;
            float effectPercentBonus = CustomEffectService.CalculateEffectHPBonusPercent(player);

            hp += PerkService.GetCreaturePerkLevel(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. 10
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        private static void HandleGrenadeProficiency(NWPlayer oPC, NWObject target)
        {
            NWItem weapon = _.GetSpellCastItem();

            if (weapon.BaseItemType != BaseItem.Grenade)
            {
                return;
            }

            int   perkLevel = PerkService.GetCreaturePerkLevel(oPC, PerkType.GrenadeProficiency);
            int   chance    = 10 * perkLevel;
            float duration;

            switch (perkLevel)
            {
            case 1:
            case 2:
            case 3:
            case 4:
                duration = 6;
                break;

            case 5:
            case 6:
            case 7:
            case 8:
            case 9:
                duration = 9;
                break;

            default: return;
            }


            if (RandomService.D100(1) <= chance)
            {
                _.ApplyEffectToObject(DurationType.Temporary, AbilityService.EffectKnockdown(target, duration), target, duration);
            }
        }
Esempio n. 11
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        public static void HandlePlasmaCellPerk(NWPlayer player, NWObject target)
        {
            if (!player.IsPlayer)
            {
                return;
            }
            if (!_.GetHasFeat(Feat.PlasmaCell, player))
            {
                return;                                          // Check if player has the perk
            }
            if (player.RightHand.CustomItemType != CustomItemType.BlasterPistol &&
                player.RightHand.CustomItemType != CustomItemType.BlasterRifle)
            {
                return;                                                                 // Check if player has the right weapons
            }
            if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true)
            {
                return;                                                                  // Check if Tranquilizer is on to avoid conflict
            }
            if (GetLocalBool(player, "PLASMA_CELL_TOGGLE_OFF") == true)
            {
                return;                                                          // Check if Plasma Cell toggle is on or off
            }
            if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true)
            {
                return;
            }

            int perkLevel = PerkService.GetCreaturePerkLevel(player, PerkType.PlasmaCell);
            int chance;

            CustomEffectType[] damageTypes;
            switch (perkLevel)
            {
            case 1:
                chance      = 10;
                damageTypes = new[] { CustomEffectType.FireCell };
                break;

            case 2:
                chance      = 10;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell };
                break;

            case 3:
                chance      = 20;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell };
                break;

            case 4:
                chance      = 20;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell };
                break;

            case 5:
                chance      = 30;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell };
                break;

            case 6:
                chance      = 30;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell };
                break;

            case 7:
                chance      = 40;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell };
                break;

            case 8:
                chance      = 40;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell };
                break;

            case 9:
                chance      = 50;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell };
                break;

            case 10:
                chance      = 50;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell, CustomEffectType.DivineCell };
                break;

            default: return;
            }

            foreach (var effect in damageTypes)
            {
                if (RandomService.D100(1) <= chance)
                {
                    CustomEffectService.ApplyCustomEffect(player, target.Object, effect, RandomService.D6(1), perkLevel, null);
                }
            }
        }
Esempio n. 12
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        /// <summary>
        /// Runs validation checks to ensure activator can use a perk feat.
        /// Activation will fail if any of the following are true:
        ///     - Target is invalid
        ///     - Activator is a ship
        ///     - Feat is not a perk feat
        ///     - Cooldown has not passed
        /// </summary>
        /// <param name="activator">The creature activating a perk feat.</param>
        /// <param name="target">The target of the perk feat.</param>
        /// <param name="featID">The ID number of the feat being used.</param>
        /// <returns>true if able to use perk feat on target, false otherwise.</returns>
        public static bool CanUsePerkFeat(NWCreature activator, NWObject target, Feat featID)
        {
            var perkFeat = DataService.PerkFeat.GetByFeatIDOrDefault((int)featID);

            // There's no matching feat in the DB for this ability. Exit early.
            if (perkFeat == null)
            {
                return(false);
            }

            // Retrieve the perk information.
            Data.Entity.Perk perk = DataService.Perk.GetByIDOrDefault(perkFeat.PerkID);

            // No perk could be found. Exit early.
            if (perk == null)
            {
                return(false);
            }

            // Check to see if we are a spaceship.  Spaceships can't use abilities...
            if (activator.GetLocalInt("IS_SHIP") > 0 || activator.GetLocalInt("IS_GUNNER") > 0)
            {
                activator.SendMessage("You cannot use that ability while piloting a ship.");
                return(false);
            }

            // Retrieve the perk-specific handler logic.
            var handler = PerkService.GetPerkHandler(perkFeat.PerkID);

            // Get the creature's perk level.
            int creaturePerkLevel = PerkService.GetCreaturePerkLevel(activator, perk.ID);

            // If player is disabling an existing stance, remove that effect.
            if (perk.ExecutionTypeID == PerkExecutionType.Stance)
            {
                // Can't process NPC stances at the moment. Need to do some more refactoring before this is possible.
                // todo: handle NPC stances.
                if (!activator.IsPlayer)
                {
                    return(false);
                }

                PCCustomEffect stanceEffect = DataService.PCCustomEffect.GetByStancePerkOrDefault(activator.GlobalID, perk.ID);

                if (stanceEffect != null)
                {
                    if (CustomEffectService.RemoveStance(activator))
                    {
                        return(false);
                    }
                }
            }

            // Check for a valid perk level.
            if (creaturePerkLevel <= 0)
            {
                activator.SendMessage("You do not meet the prerequisites to use this ability.");
                return(false);
            }

            // Verify that this hostile action meets PVP sanctuary restriction rules.
            if (handler.IsHostile() && target.IsPlayer)
            {
                if (!PVPSanctuaryService.IsPVPAttackAllowed(activator.Object, target.Object))
                {
                    return(false);
                }
            }

            // Activator and target must be in the same area and within line of sight.
            if (activator.Area.Resref != target.Area.Resref ||
                _.LineOfSightObject(activator.Object, target.Object) == false)
            {
                activator.SendMessage("You cannot see your target.");
                return(false);
            }

            // Run this perk's specific checks on whether the activator may use this perk on the target.
            string canCast = handler.CanCastSpell(activator, target, perkFeat.PerkLevelUnlocked);

            if (!string.IsNullOrWhiteSpace(canCast))
            {
                activator.SendMessage(canCast);
                return(false);
            }

            // Calculate the FP cost to use this ability. Verify activator has sufficient FP.
            int fpCost    = handler.FPCost(activator, handler.FPCost(activator, perkFeat.BaseFPCost, perkFeat.PerkLevelUnlocked), perkFeat.PerkLevelUnlocked);
            int currentFP = GetCurrentFP(activator);

            if (currentFP < fpCost)
            {
                activator.SendMessage("You do not have enough FP. (Required: " + fpCost + ". You have: " + currentFP + ")");
                return(false);
            }

            // Verify activator isn't busy or dead.
            if (activator.IsBusy || activator.CurrentHP <= 0)
            {
                activator.SendMessage("You are too busy to activate that ability.");
                return(false);
            }

            // verify activator is commandable. https://github.com/zunath/SWLOR_NWN/issues/940#issue-467175951
            if (!activator.IsCommandable)
            {
                activator.SendMessage("You cannot take actions currently.");
                return(false);
            }

            // If we're executing a concentration ability, check and see if the activator currently has this ability
            // active. If it's active, then we immediately remove its effect and bail out.
            // Any other ability (including other concentration abilities) execute as normal.
            if (perk.ExecutionTypeID == PerkExecutionType.ConcentrationAbility)
            {
                // Retrieve the concentration effect for this creature.
                var concentrationEffect = GetActiveConcentrationEffect(activator);
                if ((int)concentrationEffect.Type == perk.ID)
                {
                    // It's active. Time to disable it.
                    EndConcentrationEffect(activator);
                    activator.SendMessage("Concentration ability '" + perk.Name + "' deactivated.");
                    SendAOEMessage(activator, activator.Name + " deactivates concentration ability '" + perk.Name + "'.");
                    return(false);
                }
            }

            // Retrieve the cooldown information and determine the unlock time.
            int?     cooldownCategoryID = handler.CooldownCategoryID(activator, perk.CooldownCategoryID, perkFeat.PerkLevelUnlocked);
            DateTime now            = DateTime.UtcNow;
            DateTime unlockDateTime = cooldownCategoryID == null ? now : GetAbilityCooldownUnlocked(activator, (int)cooldownCategoryID);

            // Check if we've passed the unlock date. Exit early if we have not.
            if (unlockDateTime > now)
            {
                string timeToWait = TimeService.GetTimeToWaitLongIntervals(now, unlockDateTime, false);
                activator.SendMessage("That ability can be used in " + timeToWait + ".");
                return(false);
            }

            // Passed all checks. Return true.
            return(true);
        }
Esempio n. 13
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        public static float CalculateCraftingDelay(NWPlayer oPC, int skillID)
        {
            int       atmosphere = CalculateAreaAtmosphereBonus(oPC.Area);
            PerkType  perkType;
            float     adjustedSpeed = 1.0f;
            SkillType skillType     = (SkillType)skillID;

            // Identify which perk to use for this skill.
            if (skillType == SkillType.Weaponsmith)
            {
                perkType = PerkType.SpeedyWeaponsmith;
            }
            else if (skillType == SkillType.Armorsmith)
            {
                perkType = PerkType.SpeedyArmorsmith;
            }
            else if (skillType == SkillType.Cooking)
            {
                perkType = PerkType.SpeedyCooking;
            }
            else if (skillType == SkillType.Engineering)
            {
                perkType = PerkType.SpeedyEngineering;
            }
            else if (skillType == SkillType.Fabrication)
            {
                perkType = PerkType.SpeedyFabrication;
            }
            else if (skillType == SkillType.Medicine)
            {
                perkType = PerkType.SpeedyMedicine;
            }
            else if (skillType == SkillType.Harvesting)
            {
                perkType = PerkType.SpeedyReassembly;
            }
            else
            {
                return(BaseCraftDelay);
            }

            int perkLevel = PerkService.GetCreaturePerkLevel(oPC, perkType);

            // Each perk level reduces crafting speed by 10%.
            switch (perkLevel)
            {
            case 1: adjustedSpeed = 0.9f; break;

            case 2: adjustedSpeed = 0.8f; break;

            case 3: adjustedSpeed = 0.7f; break;

            case 4: adjustedSpeed = 0.6f; break;

            case 5: adjustedSpeed = 0.5f; break;

            case 6: adjustedSpeed = 0.4f; break;

            case 7: adjustedSpeed = 0.3f; break;

            case 8: adjustedSpeed = 0.2f; break;

            case 9: adjustedSpeed = 0.1f; break;

            case 10: adjustedSpeed = 0.01f; break;
            }

            // Workshops with an atmosphere bonus decrease crafting time.
            if (atmosphere >= 45)
            {
                adjustedSpeed -= 0.2f;
            }
            else if (atmosphere >= 5)
            {
                adjustedSpeed -= 0.1f;
            }

            // Never fall below 1% of overall crafting time.
            if (adjustedSpeed <= 0.01f)
            {
                adjustedSpeed = 0.01f;
            }

            return(BaseCraftDelay * adjustedSpeed);
        }
Esempio n. 14
0
        private static void HandleEvadeOrDeflectBlasterFire()
        {
            DamageEventData data = NWNXDamage.GetDamageEventData();

            if (data.Total <= 0)
            {
                return;
            }
            NWCreature damager = data.Damager.Object;
            NWCreature target  = NWGameObject.OBJECT_SELF;

            NWItem damagerWeapon = _.GetLastWeaponUsed(damager);
            NWItem targetWeapon  = target.RightHand;

            int perkLevel;

            // Attacker isn't using a pistol or rifle. Return.
            if (damagerWeapon.CustomItemType != CustomItemType.BlasterPistol &&
                damagerWeapon.CustomItemType != CustomItemType.BlasterRifle)
            {
                return;
            }

            int    modifier;
            string action;

            // Check target's equipped weapon, armor and perk.
            if (target.Chest.CustomItemType == CustomItemType.LightArmor &&
                (targetWeapon.CustomItemType == CustomItemType.MartialArtWeapon ||
                 !target.RightHand.IsValid && !target.LeftHand.IsValid))
            {
                // Martial Arts (weapon or unarmed) uses the Evade Blaster Fire perk which is primarily DEX based.
                perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.EvadeBlasterFire);
                modifier  = target.DexterityModifier;
                action    = "evade";
            }
            else if (target.Chest.CustomItemType == CustomItemType.ForceArmor &&
                     (targetWeapon.CustomItemType == CustomItemType.Lightsaber ||
                      targetWeapon.CustomItemType == CustomItemType.Saberstaff ||
                      targetWeapon.GetLocalInt("LIGHTSABER") == TRUE))
            {
                // Lightsabers (lightsaber or saberstaff) uses the Deflect Blaster Fire perk which is primarily CHA based.
                perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.DeflectBlasterFire);
                modifier  = target.CharismaModifier;
                action    = "deflect";
            }
            else
            {
                return;
            }

            // Don't have the perk. Return.
            if (perkLevel <= 0)
            {
                return;
            }

            // Check attacker's DEX against the primary stat of the perk.
            int delta = modifier - damager.DexterityModifier;

            if (delta <= 0)
            {
                return;
            }

            // Has the delay between block/evade attempts past?
            DateTime cooldown       = DateTime.UtcNow;
            string   lastAttemptVar = target.GetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN");

            if (!string.IsNullOrWhiteSpace(lastAttemptVar))
            {
                cooldown = DateTime.Parse(lastAttemptVar);
            }

            // Cooldown hasn't expired yet. Not ready to attempt a deflect.
            if (cooldown >= DateTime.UtcNow)
            {
                return;
            }

            // Ready to attempt a deflect. Adjust chance based on the delta of attacker DEX versus primary stat of defender.
            int chanceToDeflect = 5 * delta;

            if (chanceToDeflect > 80)
            {
                chanceToDeflect = 80;
            }

            int delay; // Seconds delay between deflect attempts.

            switch (perkLevel)
            {
            case 1:
                delay = 18;
                break;

            case 2:
                delay = 12;
                break;

            case 3:
                delay = 6;
                break;

            default: throw new Exception("HandleEvadeOrDeflectBlasterFire -> Perk Level " + perkLevel + " unsupported.");
            }

            cooldown = DateTime.UtcNow.AddSeconds(delay);
            target.SetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN", cooldown.ToString(CultureInfo.InvariantCulture));

            int roll = RandomService.D100(1);

            if (roll <= chanceToDeflect)
            {
                target.SendMessage(ColorTokenService.Gray("You " + action + " a blaster shot."));
                data.AdjustAllByPercent(-1);
                NWNXDamage.SetDamageEventData(data);
            }
            else
            {
                target.SendMessage(ColorTokenService.Gray("You fail to " + action + " a blaster shot. (" + roll + " vs " + chanceToDeflect + ")"));
            }
        }
Esempio n. 15
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        private static void HandleDamageImmunity()
        {
            DamageEventData data = NWNXDamage.GetDamageEventData();

            if (data.Total <= 0)
            {
                return;
            }

            NWCreature target = NWGameObject.OBJECT_SELF;
            NWItem     shield = target.LeftHand;
            var        concentrationEffect = AbilityService.GetActiveConcentrationEffect(target);
            double     reduction           = 0.0f;

            // Shield damage reduction and absorb energy are calculated here. They don't stack, so the one
            // with the highest reduction will take precedence.

            // Calculate shield damage reduction.
            if (ItemService.ShieldBaseItemTypes.Contains(shield.BaseItemType))
            {
                // Apply damage scaling based on shield presence
                int   perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.ShieldProficiency);
                float perkBonus = 0.02f * perkLevel;

                // DI = 10% + 1% / 3 AC bonuses on the shield + 2% per perk bonus.
                reduction = (0.1 + 0.01 * shield.AC / 3) + perkBonus;
            }
            // Calculate Absorb Energy concentration effect reduction.
            if (concentrationEffect.Type == PerkType.AbsorbEnergy)
            {
                double perkReduction = concentrationEffect.Tier * 0.1;
                if (perkReduction > reduction)
                {
                    reduction = perkReduction;
                    // Calculate and award force XP based on total damage reduced.
                    int xp = (int)(data.Total * reduction * 3);
                    if (xp < 5)
                    {
                        xp = 5;
                    }

                    SkillService.GiveSkillXP(target.Object, SkillType.ForceControl, xp);
                    // Play a visual effect signifying the ability was activated.
                    _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_BLUR), target, 0.5f);
                }
            }

            // No reduction found. Bail out early.
            if (reduction <= 0.0f)
            {
                return;
            }

            target.SendMessage("Damage reduced by " + (int)(reduction * 100) + "%");
            reduction = 1.0f - reduction;

            data.Bludgeoning = (int)(data.Bludgeoning * reduction);
            data.Pierce      = (int)(data.Pierce * reduction);
            data.Slash       = (int)(data.Slash * reduction);
            data.Magical     = (int)(data.Magical * reduction);
            data.Acid        = (int)(data.Acid * reduction);
            data.Cold        = (int)(data.Cold * reduction);
            data.Divine      = (int)(data.Divine * reduction);
            data.Electrical  = (int)(data.Electrical * reduction);
            data.Fire        = (int)(data.Fire * reduction);
            data.Negative    = (int)(data.Negative * reduction);
            data.Positive    = (int)(data.Positive * reduction);
            data.Sonic       = (int)(data.Sonic * reduction);
            data.Base        = (int)(data.Base * reduction);

            NWNXDamage.SetDamageEventData(data);
        }