コード例 #1
0
ファイル: ViewBlueprints.cs プロジェクト: Terallis/SWLOR_NWN
        private void HandleBlueprintListPageResponse(int responseID)
        {
            DialogResponse response    = GetResponseByID("BlueprintListPage", responseID);
            int            blueprintID = (int)response.CustomData;

            if (blueprintID == -1)
            {
                ChangePage("CraftCategoriesPage");
                return;
            }

            var model = CraftService.GetPlayerCraftingData(GetPC());

            model.Blueprint        = CraftService.GetBlueprintByID(blueprintID);
            model.BlueprintID      = blueprintID;
            model.PlayerSkillRank  = SkillService.GetPCSkillRank(GetPC(), model.Blueprint.SkillID);
            model.MainMinimum      = model.Blueprint.MainMinimum;
            model.MainMaximum      = model.Blueprint.MainMaximum;
            model.SecondaryMinimum = model.Blueprint.SecondaryMinimum;
            model.SecondaryMaximum = model.Blueprint.SecondaryMaximum;
            model.TertiaryMinimum  = model.Blueprint.TertiaryMinimum;
            model.TertiaryMaximum  = model.Blueprint.TertiaryMaximum;

            string header = CraftService.BuildBlueprintHeader(GetPC(), blueprintID, false);

            SetPageHeader("BlueprintDetailsPage", header);
            ChangePage("BlueprintDetailsPage");
        }
コード例 #2
0
ファイル: CraftingDevice.cs プロジェクト: Terallis/SWLOR_NWN
        private void LoadCraftPage(int blueprintID)
        {
            var model = CraftService.GetPlayerCraftingData(GetPC());

            model.BlueprintID = blueprintID;
            SwitchConversation("CraftItem");
        }
コード例 #3
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        public override void Back(NWPlayer player, string beforeMovePage, string afterMovePage)
        {
            var model = CraftService.GetPlayerCraftingData(player);

            model.IsConfirmingReassemble = false;
            SetResponseText("SalvagePage", 1, "Reassemble Component(s)");
        }
コード例 #4
0
ファイル: OnDisturbed.cs プロジェクト: Terallis/SWLOR_NWN
        private void HandleRemoveItem()
        {
            NWPlayer    oPC     = (_.GetLastDisturbed());
            NWItem      oItem   = (_.GetInventoryDisturbItem());
            NWPlaceable device  = (Object.OBJECT_SELF);
            NWPlaceable storage = (_.GetObjectByTag("craft_temp_store"));
            var         model   = CraftService.GetPlayerCraftingData(oPC);

            if (oPC.IsBusy)
            {
                ItemService.ReturnItem(device, oItem);
                oPC.SendMessage("You are too busy right now.");
                return;
            }

            if (oItem.Resref == "cft_confirm")
            {
                oItem.Destroy();
                device.DestroyAllInventoryItems();
                device.IsLocked          = false;
                model.IsAccessingStorage = false;
                DialogService.StartConversation(oPC, device, "CraftItem");
                return;
            }

            List <NWItem> items = null;

            switch (model.Access)
            {
            case CraftingAccessType.MainComponent:
                items = model.MainComponents;
                break;

            case CraftingAccessType.SecondaryComponent:
                items = model.SecondaryComponents;
                break;

            case CraftingAccessType.TertiaryComponent:
                items = model.TertiaryComponents;
                break;

            case CraftingAccessType.Enhancement:
                items = model.EnhancementComponents;
                break;
            }

            NWItem copy     = storage.InventoryItems.SingleOrDefault(x => x.GlobalID == oItem.GlobalID);
            NWItem listItem = items?.SingleOrDefault(x => x.GlobalID == oItem.GlobalID);

            if (listItem == null || copy == null || !copy.IsValid)
            {
                return;
            }

            copy.Destroy();
            items.Remove(listItem);
        }
コード例 #5
0
        private void SalvagePageResponses(int responseID)
        {
            var player = GetPC();
            var model  = CraftService.GetPlayerCraftingData(player);

            switch (responseID)
            {
            case 1:     // Reassemble Component(s)

                NWItem fuel = _.GetItemPossessedBy(player, "ass_power");
                // Look for reassembly fuel in the player's inventory.
                if (!fuel.IsValid)
                {
                    player.SendMessage(ColorTokenService.Red("You must have a 'Reassembly Fuel Cell' in your inventory in order to start this process."));
                    return;
                }

                if (model.IsConfirmingReassemble)
                {
                    // Calculate delay, fire off delayed event, and show timing bar.
                    float delay = CraftService.CalculateCraftingDelay(player, (int)SkillType.Harvesting);
                    NWNXPlayer.StartGuiTimingBar(player, delay, string.Empty);
                    var @event = new OnReassembleComplete(player, model.SerializedSalvageItem, model.SalvageComponentTypeID);
                    player.DelayEvent(delay, @event);

                    // Make the player play an animation.
                    player.AssignCommand(() =>
                    {
                        _.ClearAllActions();
                        _.ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0f, delay);
                    });

                    // Show sparks halfway through the process.
                    _.DelayCommand(1.0f * (delay / 2.0f), () =>
                    {
                        _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectVisualEffect(VFX_COM_BLOOD_SPARK_MEDIUM), NWGameObject.OBJECT_SELF);
                    });

                    // Immobilize the player while crafting.
                    Effect immobilize = _.EffectCutsceneImmobilize();
                    immobilize = _.TagEffect(immobilize, "CRAFTING_IMMOBILIZATION");
                    _.ApplyEffectToObject(DURATION_TYPE_PERMANENT, immobilize, player);

                    // Clear the temporary crafting data and end this conversation.
                    model.SerializedSalvageItem = string.Empty;
                    EndConversation();
                }
                else
                {
                    model.IsConfirmingReassemble = true;
                    SetResponseText("SalvagePage", 1, "CONFIRM REASSEMBLE COMPONENT(S)");
                }
                break;
            }
        }
コード例 #6
0
        private void MainPageResponses(int responseID)
        {
            var            player   = GetPC();
            var            model    = CraftService.GetPlayerCraftingData(player);
            DialogResponse response = GetResponseByID("MainPage", responseID);

            model.SalvageComponentTypeID = (int)response.CustomData;

            LoadSalvagePage();
            ChangePage("SalvagePage");
        }
コード例 #7
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        public override void EndDialog()
        {
            var model = CraftService.GetPlayerCraftingData(GetPC());

            if (model.IsAccessingStorage)
            {
                return;
            }

            CraftService.ClearPlayerCraftingData(GetPC());
        }
コード例 #8
0
ファイル: CraftingDevice.cs プロジェクト: Terallis/SWLOR_NWN
        private void OpenScrapperInventory()
        {
            var         model     = CraftService.GetPlayerCraftingData(GetPC());
            NWPlaceable container = _.CreateObject(OBJECT_TYPE_PLACEABLE, "cft_scrapper", GetPC().Location);

            container.IsLocked       = false;
            model.IsAccessingStorage = true;

            GetPC().AssignCommand(() => _.ActionInteractObject(container.Object));
            EndConversation();
        }
コード例 #9
0
        private void LoadSalvagePage()
        {
            var         player        = GetPC();
            var         model         = CraftService.GetPlayerCraftingData(player);
            NWPlaceable tempStorage   = _.GetObjectByTag("TEMP_ITEM_STORAGE");
            var         item          = SerializationService.DeserializeItem(model.SerializedSalvageItem, tempStorage);
            var         componentType = DataService.ComponentType.GetByID(model.SalvageComponentTypeID);
            string      header        = ColorTokenService.Green("Item: ") + item.Name + "\n\n";

            header += "Reassembling this item will create the following " + ColorTokenService.Green(componentType.Name) + " component(s). Chance to create depends on your perks, skills, and harvesting bonus on items.\n\n";

            // Always create one item with zero bonuses.
            header += componentType.Name + " (No Bonuses) [RL: 0] " + GetChanceColor(100) + "\n";

            // Now check specific custom properties which are stored as local variables on the item.
            header += ProcessPropertyDetails(item.HarvestingBonus, componentType.Name, "Harvesting Bonus", 3);
            header += ProcessPropertyDetails(item.PilotingBonus, componentType.Name, "Piloting Bonus", 3);
            header += ProcessPropertyDetails(item.ScanningBonus, componentType.Name, "Scanning Bonus", 3);
            header += ProcessPropertyDetails(item.ScavengingBonus, componentType.Name, "Scavenging Bonus", 3);
            header += ProcessPropertyDetails(item.CooldownRecovery, componentType.Name, "Cooldown Recovery", 3);
            header += ProcessPropertyDetails(item.CraftBonusArmorsmith, componentType.Name, "Armorsmith", 3);
            header += ProcessPropertyDetails(item.CraftBonusWeaponsmith, componentType.Name, "Weaponsmith", 3);
            header += ProcessPropertyDetails(item.CraftBonusCooking, componentType.Name, "Cooking", 3);
            header += ProcessPropertyDetails(item.CraftBonusEngineering, componentType.Name, "Engineering", 3);
            header += ProcessPropertyDetails(item.CraftBonusFabrication, componentType.Name, "Fabrication", 3);
            header += ProcessPropertyDetails(item.HPBonus, componentType.Name, "HP", 5, 0.5f);
            header += ProcessPropertyDetails(item.FPBonus, componentType.Name, "FP", 5, 0.5f);
            header += ProcessPropertyDetails(item.EnmityRate, componentType.Name, "Enmity", 3);
            header += ProcessPropertyDetails(item.LuckBonus, componentType.Name, "Luck", 3);
            header += ProcessPropertyDetails(item.MeditateBonus, componentType.Name, "Meditate", 3);
            header += ProcessPropertyDetails(item.RestBonus, componentType.Name, "Rest", 3);
            header += ProcessPropertyDetails(item.MedicineBonus, componentType.Name, "Medicine", 3);
            header += ProcessPropertyDetails(item.HPRegenBonus, componentType.Name, "HP Regen", 3);
            header += ProcessPropertyDetails(item.FPRegenBonus, componentType.Name, "FP Regen", 3);
            header += ProcessPropertyDetails(item.BaseAttackBonus, componentType.Name, "Base Attack Bonus", 3, 6f);
            header += ProcessPropertyDetails(item.StructureBonus, componentType.Name, "Structure Bonus", 3);
            header += ProcessPropertyDetails(item.SneakAttackBonus, componentType.Name, "Sneak Attack", 3);
            header += ProcessPropertyDetails(item.DamageBonus, componentType.Name, "Damage", 3);
            header += ProcessPropertyDetails(item.StrengthBonus, componentType.Name, "STR", 3);
            header += ProcessPropertyDetails(item.DexterityBonus, componentType.Name, "DEX", 3);
            header += ProcessPropertyDetails(item.ConstitutionBonus, componentType.Name, "CON", 3);
            header += ProcessPropertyDetails(item.WisdomBonus, componentType.Name, "WIS", 3);
            header += ProcessPropertyDetails(item.IntelligenceBonus, componentType.Name, "INT", 3);
            header += ProcessPropertyDetails(item.CharismaBonus, componentType.Name, "CHA", 3);
            header += ProcessPropertyDetails(item.DurationBonus, componentType.Name, "Duration", 3);


            SetPageHeader("SalvagePage", header);

            // Remove the temporary copy from the game world.
            item.Destroy();
        }
コード例 #10
0
ファイル: OnOpened.cs プロジェクト: Terallis/SWLOR_NWN
        public bool Run(params object[] args)
        {
            NWPlaceable device = (Object.OBJECT_SELF);
            NWPlayer    oPC    = (_.GetLastOpenedBy());
            var         model  = CraftService.GetPlayerCraftingData(oPC);

            if (model.Access != CraftingAccessType.None)
            {
                NWItem        menuItem     = (_.CreateItemOnObject("cft_confirm", device.Object));
                NWPlaceable   storage      = (_.GetObjectByTag("craft_temp_store"));
                var           storageItems = storage.InventoryItems.ToList();
                List <NWItem> list         = null;

                if (model.Access == CraftingAccessType.MainComponent)
                {
                    menuItem.Name = "Confirm Main Components";
                    list          = model.MainComponents;
                }
                else if (model.Access == CraftingAccessType.SecondaryComponent)
                {
                    menuItem.Name = "Confirm Secondary Components";
                    list          = model.SecondaryComponents;
                }
                else if (model.Access == CraftingAccessType.TertiaryComponent)
                {
                    menuItem.Name = "Confirm Tertiary Components";
                    list          = model.TertiaryComponents;
                }
                else if (model.Access == CraftingAccessType.Enhancement)
                {
                    menuItem.Name = "Confirm Enhancement Components";
                    list          = model.EnhancementComponents;
                }

                if (list == null)
                {
                    oPC.FloatingText("Error locating component list. Notify an admin.");
                    return(false);
                }

                foreach (var item in list)
                {
                    NWItem storageItem = storageItems.Single(x => x.GlobalID == item.GlobalID);
                    _.CopyItem(storageItem.Object, device.Object, _.TRUE);
                }

                oPC.FloatingText("Place the components inside the container and then click the item named '" + menuItem.Name + "' to continue.");
            }

            device.IsLocked = true;
            return(true);
        }
コード例 #11
0
        private void BuildMainPageOptions()
        {
            var  model              = CraftService.GetPlayerCraftingData(GetPC());
            int  maxEnhancements    = model.PlayerPerkLevel / 2;
            bool canAddEnhancements = model.Blueprint.EnhancementSlots > 0 && maxEnhancements > 0;

            AddResponseToPage("MainPage", "Examine Base Item");
            AddResponseToPage("MainPage", "Create Item", model.CanBuildItem);
            AddResponseToPage("MainPage", "Select Main Components");
            AddResponseToPage("MainPage", "Select Secondary Components", model.Blueprint.SecondaryMinimum > 0);
            AddResponseToPage("MainPage", "Select Tertiary Components", model.Blueprint.TertiaryMinimum > 0);
            AddResponseToPage("MainPage", "Select Enhancement Components", canAddEnhancements);

            AddResponseToPage("MainPage", "Change Blueprint");
        }
コード例 #12
0
ファイル: OnDisturbed.cs プロジェクト: Terallis/SWLOR_NWN
        public bool Run(params object[] args)
        {
            if (_.GetInventoryDisturbType() != _.INVENTORY_DISTURB_TYPE_ADDED)
            {
                return(false);
            }

            NWPlayer    player = _.GetLastDisturbed();
            NWPlaceable device = Object.OBJECT_SELF;
            NWItem      item   = _.GetInventoryDisturbItem();

            // Check the item type to see if it's valid.
            if (!IsValidItemType(item))
            {
                ItemService.ReturnItem(player, item);
                player.SendMessage("You cannot reassemble this item.");
                return(false);
            }

            // Only crafted items can be reassembled.
            if (string.IsNullOrWhiteSpace(item.GetLocalString("CRAFTER_PLAYER_ID")))
            {
                ItemService.ReturnItem(player, item);
                player.SendMessage("Only crafted items may be reassembled.");
                return(false);
            }

            // DMs cannot reassemble because they don't have the necessary DB records.
            if (player.IsDM)
            {
                ItemService.ReturnItem(player, item);
                player.SendMessage("DMs cannot reassemble items at this time.");
                return(false);
            }

            // Serialize the item into a string and store it into the temporary data for this player. Destroy the physical item.
            var model = CraftService.GetPlayerCraftingData(player);

            model.SerializedSalvageItem = SerializationService.Serialize(item);
            item.Destroy();

            // Start the Molecular Reassembly conversation.
            DialogService.StartConversation(player, device, "MolecularReassembly");

            return(true);
        }
コード例 #13
0
        private void SalvagePageResponses(int responseID)
        {
            var player = GetPC();
            var model  = CraftService.GetPlayerCraftingData(player);

            switch (responseID)
            {
            case 1:     // Reassemble Component(s)
                if (model.IsConfirmingReassemble)
                {
                    // Calculate delay, fire off delayed event, and show timing bar.
                    float delay = CraftService.CalculateCraftingDelay(player, (int)SkillType.Harvesting);
                    NWNXPlayer.StartGuiTimingBar(player, delay, string.Empty);
                    player.DelayEvent <ReassembleComplete>(delay, player, model.SerializedSalvageItem, model.SalvageComponentTypeID);

                    // Make the player play an animation.
                    player.AssignCommand(() =>
                    {
                        _.ClearAllActions();
                        _.ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0f, delay);
                    });

                    // Show sparks halfway through the process.
                    _.DelayCommand(1.0f * (delay / 2.0f), () =>
                    {
                        _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectVisualEffect(VFX_COM_BLOOD_SPARK_MEDIUM), Object.OBJECT_SELF);
                    });

                    // Immobilize the player while crafting.
                    Effect immobilize = _.EffectCutsceneImmobilize();
                    immobilize = _.TagEffect(immobilize, "CRAFTING_IMMOBILIZATION");
                    _.ApplyEffectToObject(DURATION_TYPE_PERMANENT, immobilize, player);

                    // Clear the temporary crafting data and end this conversation.
                    model.SerializedSalvageItem = string.Empty;
                    EndConversation();
                }
                else
                {
                    model.IsConfirmingReassemble = true;
                    SetResponseText("SalvagePage", 1, "CONFIRM REASSEMBLE COMPONENT(S)");
                }
                break;
            }
        }
コード例 #14
0
        private void OpenDeviceInventory()
        {
            var         model  = CraftService.GetPlayerCraftingData(GetPC());
            NWPlaceable device = GetDevice();

            device.IsLocked          = false;
            model.IsAccessingStorage = true;

            _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_USED, string.Empty);
            _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_OPEN, "script_2");
            _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_CLOSED, "script_3");
            _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_INVENTORYDISTURBED, "script_4");

            device.SetLocalString("SCRIPT_2", "Placeable.CraftingDevice.OnOpened");
            device.SetLocalString("SCRIPT_3", "Placeable.CraftingDevice.OnClosed");
            device.SetLocalString("SCRIPT_4", "Placeable.CraftingDevice.OnDisturbed");

            GetPC().AssignCommand(() => _.ActionInteractObject(device.Object));
            EndConversation();
        }
コード例 #15
0
        public bool Run(params object[] args)
        {
            // Should only fire when a player walks away from the device.
            // Clean up temporary data and return all items placed inside.
            NWPlayer    player = (_.GetLastClosedBy());
            NWPlaceable device = (Object.OBJECT_SELF);
            var         model  = CraftService.GetPlayerCraftingData(player);

            device.DestroyAllInventoryItems();
            device.IsLocked          = false;
            model.IsAccessingStorage = false;

            foreach (var item in model.MainComponents)
            {
                _.CopyItem(item.Object, player.Object, _.TRUE);
                item.Destroy();
            }
            foreach (var item in model.SecondaryComponents)
            {
                _.CopyItem(item.Object, player.Object, _.TRUE);
                item.Destroy();
            }
            foreach (var item in model.TertiaryComponents)
            {
                _.CopyItem(item.Object, player.Object, _.TRUE);
                item.Destroy();
            }
            foreach (var item in model.EnhancementComponents)
            {
                _.CopyItem(item.Object, player.Object, _.TRUE);
                item.Destroy();
            }

            _.SetEventScript(device.Object, _.EVENT_SCRIPT_PLACEABLE_ON_USED, "jvm_script_1");
            _.SetEventScript(device.Object, _.EVENT_SCRIPT_PLACEABLE_ON_OPEN, string.Empty);
            _.SetEventScript(device.Object, _.EVENT_SCRIPT_PLACEABLE_ON_CLOSED, string.Empty);
            _.SetEventScript(device.Object, _.EVENT_SCRIPT_PLACEABLE_ON_INVENTORYDISTURBED, string.Empty);
            player.Data.Remove("CRAFTING_MODEL");
            return(true);
        }
コード例 #16
0
        public void Main()
        {
            // Should only fire when a player walks away from the device.
            // Clean up temporary data and return all items placed inside.
            NWPlayer    player = (_.GetLastClosedBy());
            NWPlaceable device = (_.OBJECT_SELF);
            var         model  = CraftService.GetPlayerCraftingData(player);

            device.DestroyAllInventoryItems();
            device.IsLocked          = false;
            model.IsAccessingStorage = false;

            foreach (var item in model.MainComponents)
            {
                _.CopyItem(item.Object, player.Object, true);
                item.Destroy();
            }
            foreach (var item in model.SecondaryComponents)
            {
                _.CopyItem(item.Object, player.Object, true);
                item.Destroy();
            }
            foreach (var item in model.TertiaryComponents)
            {
                _.CopyItem(item.Object, player.Object, true);
                item.Destroy();
            }
            foreach (var item in model.EnhancementComponents)
            {
                _.CopyItem(item.Object, player.Object, true);
                item.Destroy();
            }

            _.SetEventScript(device.Object, EventScript.Placeable_OnUsed, "script_1");
            _.SetEventScript(device.Object, EventScript.Placeable_OnOpen, string.Empty);
            _.SetEventScript(device.Object, EventScript.Placeable_OnClosed, string.Empty);
            _.SetEventScript(device.Object, EventScript.Placeable_OnInventoryDisturbed, string.Empty);
            player.Data.Remove("CRAFTING_MODEL");
        }
コード例 #17
0
        public override void Initialize()
        {
            ToggleBackButton(false);

            var model  = CraftService.GetPlayerCraftingData(GetPC());
            var device = GetDevice();

            // Entering the conversation for the first time from the blueprint selection menu.
            if (!model.IsInitialized)
            {
                model.IsInitialized   = true;
                model.Blueprint       = CraftService.GetBlueprintByID(model.BlueprintID);
                model.PlayerSkillRank = SkillService.GetPCSkillRank(GetPC(), model.Blueprint.SkillID);

                switch ((SkillType)model.Blueprint.SkillID)
                {
                case SkillType.Armorsmith:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.ArmorBlueprints);
                    break;

                case SkillType.Engineering:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.EngineeringBlueprints);
                    break;

                case SkillType.Weaponsmith:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.WeaponBlueprints);
                    break;

                case SkillType.Fabrication:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.FabricationBlueprints);
                    break;

                case SkillType.Medicine:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.MedicalBlueprints);
                    break;

                case SkillType.Lightsaber:
                    model.PlayerPerkLevel = PerkService.GetCreaturePerkLevel(GetPC(), PerkType.LightsaberBlueprints);
                    // Lightsabers do not have Optimisation or Efficiency perks.
                    break;

                default:
                    model.PlayerPerkLevel = 0;
                    break;
                }
                GetDevice().IsLocked   = true;
                model.MainMinimum      = model.Blueprint.MainMinimum;
                model.SecondaryMinimum = model.Blueprint.SecondaryMinimum;
                model.TertiaryMinimum  = model.Blueprint.TertiaryMinimum;

                model.MainMaximum      = model.Blueprint.MainMaximum;
                model.SecondaryMaximum = model.Blueprint.SecondaryMaximum > 0 ? model.Blueprint.SecondaryMaximum : 0;
                model.TertiaryMaximum  = model.Blueprint.TertiaryMaximum > 0 ? model.Blueprint.TertiaryMaximum : 0;

                if (model.MainMinimum <= 0)
                {
                    model.MainMinimum = 1;
                }
                if (model.SecondaryMinimum <= 0 && model.Blueprint.SecondaryMinimum > 0)
                {
                    model.SecondaryMinimum = 1;
                }
                if (model.TertiaryMinimum <= 0 && model.Blueprint.TertiaryMinimum > 0)
                {
                    model.TertiaryMinimum = 1;
                }
            }
            // Otherwise returning from accessing the device's inventory.
            else
            {
                model.Access = CraftingAccessType.None;

                _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_USED, "script_1");
                _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_OPEN, string.Empty);
                _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_CLOSED, string.Empty);
                _.SetEventScript(device.Object, EVENT_SCRIPT_PLACEABLE_ON_INVENTORYDISTURBED, string.Empty);
            }


            SetPageHeader("MainPage", CraftService.BuildBlueprintHeader(GetPC(), true));
            BuildMainPageOptions();
        }
コード例 #18
0
        private void HandleMainPageResponses(int responseID)
        {
            var         model  = CraftService.GetPlayerCraftingData(GetPC());
            NWPlaceable device = GetDevice();

            switch (responseID)
            {
            case 1:     // Examine Base Item
                CraftBlueprint entity        = CraftService.GetBlueprintByID(model.BlueprintID);
                NWPlaceable    tempContainer = (_.GetObjectByTag("craft_temp_store"));
                NWItem         examineItem   = (_.CreateItemOnObject(entity.ItemResref, tempContainer.Object));
                GetPC().AssignCommand(() => _.ActionExamine(examineItem.Object));
                examineItem.Destroy(0.1f);
                break;

            case 2:     // Create item
                if (!model.CanBuildItem)
                {
                    GetPC().FloatingText("You are missing some required components.");
                    return;
                }

                int effectiveLevel = CraftService.CalculatePCEffectiveLevel(GetPC(), model.PlayerSkillRank, (SkillType)model.Blueprint.SkillID);
                int difficulty     = effectiveLevel - model.AdjustedLevel;

                if (difficulty <= -5)
                {
                    GetPC().FloatingText("It's impossible to make this item because its level is too high. Use lower-level components to reduce the level and difficulty.");
                    return;
                }

                CraftService.CraftItem(GetPC(), device);
                model.IsAccessingStorage = true;
                EndConversation();
                break;

            case 3:     // Select main components
                model.Access = CraftingAccessType.MainComponent;
                OpenDeviceInventory();
                break;

            case 4:     // Select secondary components
                model.Access = CraftingAccessType.SecondaryComponent;
                OpenDeviceInventory();
                break;

            case 5:     // Select tertiary components
                model.Access = CraftingAccessType.TertiaryComponent;
                OpenDeviceInventory();
                break;

            case 6:     // Select enhancement components
                model.Access = CraftingAccessType.Enhancement;
                OpenDeviceInventory();
                break;

            case 7:     // Back (return to blueprint selection)
                CraftService.ClearPlayerCraftingData(GetPC());
                SwitchConversation("CraftingDevice");
                break;
            }
        }
コード例 #19
0
ファイル: OnDisturbed.cs プロジェクト: Terallis/SWLOR_NWN
        private void HandleAddItem()
        {
            NWPlayer oPC   = (_.GetLastDisturbed());
            NWItem   oItem = (_.GetInventoryDisturbItem());

            if (oItem.Resref == "cft_confirm")
            {
                return;
            }
            if (oPC.IsBusy)
            {
                ItemService.ReturnItem(oPC, oItem);
                oPC.SendMessage("You are too busy right now.");
                return;
            }

            var model              = CraftService.GetPlayerCraftingData(oPC);
            var mainComponent      = DataService.Get <Data.Entity.ComponentType>(model.Blueprint.MainComponentTypeID);
            var secondaryComponent = DataService.Get <Data.Entity.ComponentType>(model.Blueprint.SecondaryComponentTypeID);
            var tertiaryComponent  = DataService.Get <Data.Entity.ComponentType>(model.Blueprint.TertiaryComponentTypeID);

            NWPlaceable storage = _.GetObjectByTag("craft_temp_store");

            List <NWItem> list                    = null;
            ComponentType allowedType             = ComponentType.None;
            bool          reachedCap              = false;
            bool          reachedEnhancementLimit = false;

            string componentName = string.Empty;

            switch (model.Access)
            {
            case CraftingAccessType.MainComponent:
                allowedType   = (ComponentType)model.Blueprint.MainComponentTypeID;
                reachedCap    = model.MainMaximum < model.MainComponents.Count + 1;
                list          = model.MainComponents;
                componentName = mainComponent.Name;
                break;

            case CraftingAccessType.SecondaryComponent:
                allowedType   = (ComponentType)model.Blueprint.SecondaryComponentTypeID;
                reachedCap    = model.SecondaryMaximum < model.SecondaryComponents.Count + 1;
                list          = model.SecondaryComponents;
                componentName = secondaryComponent.Name;
                break;

            case CraftingAccessType.TertiaryComponent:
                allowedType   = (ComponentType)model.Blueprint.TertiaryComponentTypeID;
                reachedCap    = model.TertiaryMaximum < model.TertiaryComponents.Count + 1;
                list          = model.TertiaryComponents;
                componentName = tertiaryComponent.Name;
                break;

            case CraftingAccessType.Enhancement:
                allowedType             = ComponentType.Enhancement;
                reachedCap              = model.Blueprint.EnhancementSlots < model.EnhancementComponents.Count + 1;
                reachedEnhancementLimit = model.PlayerPerkLevel / 2 < model.EnhancementComponents.Count + 1;
                list          = model.EnhancementComponents;
                componentName = "Enhancement";
                break;
            }

            if (list == null)
            {
                ItemService.ReturnItem(oPC, oItem);
                oPC.FloatingText("There was an issue getting the item data. Notify an admin.");
                return;
            }

            if (reachedCap)
            {
                ItemService.ReturnItem(oPC, oItem);
                oPC.FloatingText("You cannot add any more components of that type.");
                return;
            }

            if (reachedEnhancementLimit)
            {
                ItemService.ReturnItem(oPC, oItem);
                oPC.FloatingText("Your perk level does not allow you to attach any more enhancements to this item.");
                return;
            }

            var            props            = oItem.ItemProperties.ToList();
            var            allowedItemTypes = new List <CustomItemType>();
            CustomItemType finishedItemType = ItemService.GetCustomItemTypeByResref(model.Blueprint.ItemResref);

            foreach (var ip in props)
            {
                if (_.GetItemPropertyType(ip) == (int)CustomItemPropertyType.ComponentItemTypeRestriction)
                {
                    int restrictionType = _.GetItemPropertyCostTableValue(ip);
                    allowedItemTypes.Add((CustomItemType)restrictionType);
                }
            }

            if (allowedItemTypes.Count > 0)
            {
                if (!allowedItemTypes.Contains(finishedItemType))
                {
                    oPC.FloatingText("This component cannot be used with this type of blueprint.");
                    ItemService.ReturnItem(oPC, oItem);
                    return;
                }
            }

            foreach (var ip in props)
            {
                if (_.GetItemPropertyType(ip) == (int)CustomItemPropertyType.ComponentType)
                {
                    int compType = _.GetItemPropertyCostTableValue(ip);
                    if (compType == (int)allowedType)
                    {
                        oItem.GetOrAssignGlobalID();
                        NWItem copy = (_.CopyItem(oItem.Object, storage.Object, TRUE));
                        list.Add(copy);
                        return;
                    }
                }
            }

            oPC.FloatingText("Only " + componentName + " components may be used with this component type.");
            ItemService.ReturnItem(oPC, oItem);
        }
コード例 #20
0
ファイル: CraftCreateItem.cs プロジェクト: Miskol23/SWLOR_NWN
        private void RunCreateItem(NWPlayer player)
        {
            foreach (var effect in player.Effects)
            {
                if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
                {
                    _.RemoveEffect(player, effect);
                }
            }

            var model = CraftService.GetPlayerCraftingData(player);

            CraftBlueprint blueprint     = DataService.CraftBlueprint.GetByID(model.BlueprintID);
            BaseStructure  baseStructure = blueprint.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(blueprint.BaseStructureID));
            PCSkill        pcSkill       = SkillService.GetPCSkill(player, blueprint.SkillID);

            int   pcEffectiveLevel = CraftService.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
            int   itemLevel        = model.AdjustedLevel;
            int   atmosphereBonus  = CraftService.CalculateAreaAtmosphereBonus(player.Area);
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel, atmosphereBonus);
            float equipmentBonus   = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);

            if (chance <= 1.0f)
            {
                player.FloatingText(ColorTokenService.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
                CraftService.ClearPlayerCraftingData(player, true);
                return;
            }

            int    luckyBonus   = PerkService.GetCreaturePerkLevel(player, PerkType.Lucky);
            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            // Recommended level gets set regardless if all item properties make it on the final product.
            // Also mark who crafted the item. This is later used for display on the item's examination event.
            foreach (var item in craftedItems)
            {
                item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
                item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());

                BaseService.ApplyCraftedItemLocalVariables(item, baseStructure);
            }

            if (RandomService.Random(1, 100) <= luckyBonus)
            {
                chance += RandomService.Random(1, luckyBonus);
            }

            int successAmount = 0;

            foreach (var component in model.MainComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.SecondaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.TertiaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.EnhancementComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }

            // Structures gain increased durability based on the blueprint
            if (baseStructure != null)
            {
                foreach (var item in craftedItems)
                {
                    var maxDur = DurabilityService.GetMaxDurability(item);
                    maxDur += (float)baseStructure.Durability;
                    DurabilityService.SetMaxDurability(item, maxDur);
                    DurabilityService.SetDurability(item, maxDur);
                }
            }

            player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            int   baseXP = 750 + successAmount * RandomService.Random(1, 50);
            float xp     = SkillService.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);

            bool exists = DataService.PCCraftedBlueprint.ExistsByPlayerIDAndCraftedBlueprintID(player.GlobalID, blueprint.ID);

            if (!exists)
            {
                xp = xp * 1.50f;
                player.SendMessage("You receive an XP bonus for crafting this item for the first time.");

                var pcCraftedBlueprint = new PCCraftedBlueprint
                {
                    CraftBlueprintID = blueprint.ID,
                    DateFirstCrafted = DateTime.UtcNow,
                    PlayerID         = player.GlobalID
                };

                DataService.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
            }

            SkillService.GiveSkillXP(player, blueprint.SkillID, (int)xp);
            CraftService.ClearPlayerCraftingData(player, true);
            player.SetLocalInt("LAST_CRAFTED_BLUEPRINT_ID_" + blueprint.CraftDeviceID, blueprint.ID);
        }
コード例 #21
0
        private void LoadSalvagePage()
        {
            var         player        = GetPC();
            var         model         = CraftService.GetPlayerCraftingData(player);
            NWPlaceable tempStorage   = _.GetObjectByTag("TEMP_ITEM_STORAGE");
            var         item          = SerializationService.DeserializeItem(model.SerializedSalvageItem, tempStorage);
            var         componentType = DataService.Get <ComponentType>(model.SalvageComponentTypeID);
            string      header        = ColorTokenService.Green("Item: ") + item.Name + "\n\n";

            header += "Reassembling this item will create the following " + ColorTokenService.Green(componentType.Name) + " component(s). Chance to create depends on your perks, skills, and harvesting bonus on items.\n\n";

            // Always create one item with zero bonuses.
            header += componentType.Name + " (No Bonuses) [RL: 0] " + GetChanceColor(100) + "\n";

            // Start by checking attack bonus since we're not storing this value as a local variable on the item.
            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);
                    header += ProcessPropertyDetails(amount, componentType.Name, "Attack Bonus", 3);
                }
            }

            // Now check specific custom properties which are stored as local variables on the item.
            header += ProcessPropertyDetails(item.CustomAC, componentType.Name, "AC", 3);
            header += ProcessPropertyDetails(item.HarvestingBonus, componentType.Name, "Harvesting Bonus", 3);
            header += ProcessPropertyDetails(item.PilotingBonus, componentType.Name, "Piloting Bonus", 3);
            header += ProcessPropertyDetails(item.ScanningBonus, componentType.Name, "Scanning Bonus", 3);
            header += ProcessPropertyDetails(item.ScavengingBonus, componentType.Name, "Scavenging Bonus", 3);
            header += ProcessPropertyDetails(item.CastingSpeed, componentType.Name, "Activation Speed", 3);
            header += ProcessPropertyDetails(item.CraftBonusArmorsmith, componentType.Name, "Armorsmith", 3);
            header += ProcessPropertyDetails(item.CraftBonusWeaponsmith, componentType.Name, "Weaponsmith", 3);
            header += ProcessPropertyDetails(item.CraftBonusCooking, componentType.Name, "Cooking", 3);
            header += ProcessPropertyDetails(item.CraftBonusEngineering, componentType.Name, "Engineering", 3);
            header += ProcessPropertyDetails(item.CraftBonusFabrication, componentType.Name, "Fabrication", 3);
            header += ProcessPropertyDetails(item.HPBonus, componentType.Name, "HP", 5, 0.5f);
            header += ProcessPropertyDetails(item.FPBonus, componentType.Name, "FP", 5, 0.5f);
            header += ProcessPropertyDetails(item.EnmityRate, componentType.Name, "Enmity", 3);
            header += ProcessPropertyDetails(item.ForcePotencyBonus, componentType.Name, "Force Potency", 3);
            header += ProcessPropertyDetails(item.ForceAccuracyBonus, componentType.Name, "Force Accuracy", 3);
            header += ProcessPropertyDetails(item.ForceDefenseBonus, componentType.Name, "Force Defense", 3);
            header += ProcessPropertyDetails(item.ElectricalPotencyBonus, componentType.Name, "Electrical Potency", 3);
            header += ProcessPropertyDetails(item.MindPotencyBonus, componentType.Name, "Mind Potency", 3);
            header += ProcessPropertyDetails(item.LightPotencyBonus, componentType.Name, "Light Potency", 3);
            header += ProcessPropertyDetails(item.DarkPotencyBonus, componentType.Name, "Dark Potency", 3);
            header += ProcessPropertyDetails(item.ElectricalDefenseBonus, componentType.Name, "Electrical Defense", 3);
            header += ProcessPropertyDetails(item.MindDefenseBonus, componentType.Name, "Mind Defense", 3);
            header += ProcessPropertyDetails(item.LightDefenseBonus, componentType.Name, "Light Defense", 3);
            header += ProcessPropertyDetails(item.DarkDefenseBonus, componentType.Name, "Dark Defense", 3);
            header += ProcessPropertyDetails(item.LuckBonus, componentType.Name, "Luck", 3);
            header += ProcessPropertyDetails(item.MeditateBonus, componentType.Name, "Meditate", 3);
            header += ProcessPropertyDetails(item.RestBonus, componentType.Name, "Rest", 3);
            header += ProcessPropertyDetails(item.MedicineBonus, componentType.Name, "Medicine", 3);
            header += ProcessPropertyDetails(item.HPRegenBonus, componentType.Name, "HP Regen", 3);
            header += ProcessPropertyDetails(item.FPRegenBonus, componentType.Name, "FP Regen", 3);
            header += ProcessPropertyDetails(item.BaseAttackBonus, componentType.Name, "BAB", 3, 6);
            header += ProcessPropertyDetails(item.StructureBonus, componentType.Name, "Structure Bonus", 3);
            header += ProcessPropertyDetails(item.SneakAttackBonus, componentType.Name, "Sneak Attack", 3);
            header += ProcessPropertyDetails(item.DamageBonus, componentType.Name, "Damage", 3);
            header += ProcessPropertyDetails(item.StrengthBonus, componentType.Name, "STR", 3);
            header += ProcessPropertyDetails(item.DexterityBonus, componentType.Name, "DEX", 3);
            header += ProcessPropertyDetails(item.ConstitutionBonus, componentType.Name, "CON", 3);
            header += ProcessPropertyDetails(item.WisdomBonus, componentType.Name, "WIS", 3);
            header += ProcessPropertyDetails(item.IntelligenceBonus, componentType.Name, "INT", 3);
            header += ProcessPropertyDetails(item.CharismaBonus, componentType.Name, "CHA", 3);
            header += ProcessPropertyDetails(item.DurationBonus, componentType.Name, "Duration", 3);


            SetPageHeader("SalvagePage", header);

            // Remove the temporary copy from the game world.
            item.Destroy();
        }