コード例 #1
0
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            var possibleSkills = (attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills).ToList();
            var count          = (Core.SE ? possibleSkills.Count : possibleSkills.Count - 2);

            SkillName sk, check;
            double    bonus;
            bool      found;

            do
            {
                found = false;
                sk    = possibleSkills[Utility.Random(count)];

                for (var i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out check, out bonus) && check == sk);
                }

                possibleSkills.Remove(sk);
                --count;
            }while (found && count > 0);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }
コード例 #2
0
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            SkillName[] possibleSkills;

            if (attrs.Owner is Spellbook book)
            {
                SkillName[] booktypeskills;

                switch (book.SpellbookType)
                {
                default:
                case SpellbookType.Regular: booktypeskills = new SkillName[] { SkillName.Magery }; break;

                case SpellbookType.Necromancer: booktypeskills = new SkillName[] { SkillName.Necromancy, SkillName.SpiritSpeak }; break;

                case SpellbookType.Mystic: booktypeskills = new SkillName[] { SkillName.Mysticism, SkillName.Focus }; break;
                }

                List <SkillName> list = new List <SkillName>();

                foreach (var name in m_PossibleSpellbookSkills.Concat(booktypeskills))
                {
                    list.Add(name);
                }

                possibleSkills = list.ToArray();
            }
            else
            {
                possibleSkills = m_PossibleBonusSkills;
            }

            SkillName sk;
            bool      found;

            do
            {
                found = false;
                sk    = possibleSkills[Utility.Random(possibleSkills.Length)];

                for (int i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out SkillName check, out double bonus) && check == sk);
                }
            }while (found);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }
コード例 #3
0
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            SkillName sk, check;
            double    bonus;
            bool      found;

            do
            {
                found = false;
                sk    = m_PossibleBonusSkills[Utility.Random(m_PossibleBonusSkills.Length)];

                for (int i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out check, out bonus) && check == sk);
                }
            } while (found);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }
コード例 #4
0
ファイル: BaseRunicTool.cs プロジェクト: vsemchenkov/ServUO
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            SkillName[] possibleSkills = attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills;

            SkillName sk;
            bool      found;

            do
            {
                found = false;
                sk    = possibleSkills[Utility.Random(possibleSkills.Length)];

                for (int i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out SkillName check, out double bonus) && check == sk);
                }
            }while (found);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }
コード例 #5
0
		private static void ApplySkillBonus( AosSkillBonuses attrs, int min, int max, int index, int low, int high )
		{
			SkillName[] possibleSkills = ( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills );
			int count = ( Core.SE ? possibleSkills.Length : possibleSkills.Length - 2 );

			SkillName sk, check;
			double bonus;
			bool found;

			do
			{
				found = false;
				sk = possibleSkills[Utility.Random( count )];

				for ( int i = 0; !found && i < 5; ++i )
					found = ( attrs.GetValues( i, out check, out bonus ) && check == sk );
			} while ( found );

			attrs.SetValues( index, sk, Scale( min, max, low, high ) );
		}
コード例 #6
0
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            SkillName[] possibleSkills = m_PossibleBonusSkills;

            // WIZARD WANTED MAGIC WEAPONS TO HAVE A SKILL BONUS /////
            if (attrs.Owner is BaseShield)
            {
                possibleSkills = m_PossibleShieldSkills;
            }
            else if (attrs.Owner is BaseArmor)
            {
                possibleSkills = m_PossibleFightSkills;
            }
            else if (attrs.Owner is BaseWeapon)
            {
                BaseWeapon bm = (BaseWeapon)attrs.Owner;
                if (bm.Skill == SkillName.Swords)
                {
                    possibleSkills = m_PossibleWepSwordsSkills;
                }
                else if (bm.Skill == SkillName.Archery)
                {
                    possibleSkills = m_PossibleWepArcherySkills;
                }
                else if (bm.Skill == SkillName.Fencing)
                {
                    possibleSkills = m_PossibleWepFencingSkills;
                }
                else if (bm.Skill == SkillName.Macing)
                {
                    possibleSkills = m_PossibleWepMacingSkills;
                }
                else if (bm.Skill == SkillName.Wrestling)
                {
                    possibleSkills = m_PossibleWepWrestlingSkills;
                }
            }
            else if (attrs.Owner is Spellbook)
            {
                possibleSkills = m_PossibleSpellbookSkills;
            }
            else if (attrs.Owner is BaseInstrument)
            {
                possibleSkills = m_PossibleBardSkills;
            }

            int count = possibleSkills.Length;

            SkillName sk, check;
            double    bonus;
            bool      found;

            do
            {
                found = false;
                sk    = possibleSkills[Utility.Random(count)];

                for (int i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out check, out bonus) && check == sk);
                }
            } while (found);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }
コード例 #7
0
		private static void ApplySkillBonus( AosSkillBonuses attrs, int min, int max, int index, int low, int high )
		{
			SkillName sk, check;
			double bonus;
			bool found;

			do
			{
				found = false;
				sk = m_PossibleBonusSkills[Utility.Random( m_PossibleBonusSkills.Length )];

				for ( int i = 0; !found && i < 5; ++i )
					found = ( attrs.GetValues( i, out check, out bonus ) && check == sk );
			} while ( found );

			attrs.SetValues( index, sk, Scale( min, max, low, high ) );
		}
コード例 #8
0
ファイル: BaseRunicTool.cs プロジェクト: rokann/JustUO
        private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
        {
            var possibleSkills = (attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills).ToList();
            var count = (Core.SE ? possibleSkills.Count : possibleSkills.Count - 2);

            SkillName sk, check;
            double bonus;
            bool found;

            do
            {
                found = false;
                sk = possibleSkills[Utility.Random(count)];

                for (var i = 0; !found && i < 5; ++i)
                {
                    found = (attrs.GetValues(i, out check, out bonus) && check == sk);
                }

                possibleSkills.Remove(sk);
                --count;
            }
            while (found && count > 0);

            attrs.SetValues(index, sk, Scale(min, max, low, high));
        }