public void ApplyStatChanges(NWPlayer player, NWItem ignoreItem, bool isInitialization = false) { if (!player.IsPlayer) { return; } if (!player.IsInitializedAsPlayer) { return; } // Don't fire for ammo as it reapplies bonuses **just** removed from blasters. if (ignoreItem != null && (ignoreItem.BaseItemType == BASE_ITEM_BOLT || ignoreItem.BaseItemType == BASE_ITEM_ARROW || ignoreItem.BaseItemType == BASE_ITEM_BULLET)) { return; } Player pcEntity = _data.Get <Player>(player.GlobalID); List <PCSkill> skills = _data.Where <PCSkill>(x => x.PlayerID == player.GlobalID && x.Rank > 0).ToList(); EffectiveItemStats itemBonuses = GetPlayerItemEffectiveStats(player, ignoreItem); float strBonus = 0.0f; float dexBonus = 0.0f; float conBonus = 0.0f; float intBonus = 0.0f; float wisBonus = 0.0f; float chaBonus = 0.0f; using (new Profiler("PlayerStatService::ApplyStatChanges::AttributeApplication")) { foreach (PCSkill pcSkill in skills) { Skill skill = _data.Get <Skill>(pcSkill.SkillID); CustomAttribute primary = (CustomAttribute)skill.Primary; CustomAttribute secondary = (CustomAttribute)skill.Secondary; CustomAttribute tertiary = (CustomAttribute)skill.Tertiary; // Primary Bonuses if (primary == CustomAttribute.STR) { strBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.DEX) { dexBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CON) { conBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.INT) { intBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.WIS) { wisBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CHA) { chaBonus += PrimaryIncrease * pcSkill.Rank; } // Secondary Bonuses if (secondary == CustomAttribute.STR) { strBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.DEX) { dexBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CON) { conBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.INT) { intBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.WIS) { wisBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CHA) { chaBonus += SecondaryIncrease * pcSkill.Rank; } // Tertiary Bonuses if (tertiary == CustomAttribute.STR) { strBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.DEX) { dexBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CON) { conBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.INT) { intBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.WIS) { wisBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CHA) { chaBonus += TertiaryIncrease * pcSkill.Rank; } } } // Check caps. if (strBonus > MaxAttributeBonus) { strBonus = MaxAttributeBonus; } if (dexBonus > MaxAttributeBonus) { dexBonus = MaxAttributeBonus; } if (conBonus > MaxAttributeBonus) { conBonus = MaxAttributeBonus; } if (intBonus > MaxAttributeBonus) { intBonus = MaxAttributeBonus; } if (wisBonus > MaxAttributeBonus) { wisBonus = MaxAttributeBonus; } if (chaBonus > MaxAttributeBonus) { chaBonus = MaxAttributeBonus; } // Apply item bonuses strBonus += itemBonuses.Strength; dexBonus += itemBonuses.Dexterity; conBonus += itemBonuses.Constitution; wisBonus += itemBonuses.Wisdom; intBonus += itemBonuses.Intelligence; chaBonus += itemBonuses.Charisma; // Check final caps if (strBonus > 100) { strBonus = 100; } if (dexBonus > 100) { dexBonus = 100; } if (conBonus > 100) { conBonus = 100; } if (intBonus > 100) { intBonus = 100; } if (wisBonus > 100) { wisBonus = 100; } if (chaBonus > 100) { chaBonus = 100; } // Apply attributes _nwnxCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, (int)strBonus + pcEntity.STRBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, (int)dexBonus + pcEntity.DEXBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, (int)conBonus + pcEntity.CONBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, (int)intBonus + pcEntity.INTBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_WISDOM, (int)wisBonus + pcEntity.WISBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, (int)chaBonus + pcEntity.CHABase); // Apply AC using (new Profiler("PlayerStatService::ApplyStatChanges::CalcAC")) { int ac = EffectiveArmorClass(itemBonuses, player); _nwnxCreature.SetBaseAC(player, ac); } // Apply BAB using (new Profiler("PlayerStatService::ApplyStatChanges::CalcBAB")) { int bab = CalculateBAB(player, ignoreItem, itemBonuses); _nwnxCreature.SetBaseAttackBonus(player, bab); } // Apply HP using (new Profiler("PlayerStatService::ApplyStatChanges::CalcHP")) { int hp = EffectiveMaxHitPoints(player, itemBonuses); for (int level = 1; level <= 5; level++) { hp--; _nwnxCreature.SetMaxHitPointsByLevel(player, level, 1); } for (int level = 1; level <= 5; level++) { if (hp > 255) // Levels can only contain a max of 255 HP { _nwnxCreature.SetMaxHitPointsByLevel(player, level, 255); hp = hp - 255; } else // Remaining value gets set to the level. (<255 hp) { _nwnxCreature.SetMaxHitPointsByLevel(player, level, hp + 1); break; } } } if (player.CurrentHP > player.MaxHP) { int amount = player.CurrentHP - player.MaxHP; Effect damage = _.EffectDamage(amount); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, damage, player.Object); } // Apply FP using (new Profiler("PlayerStatService::ApplyStatChanges::CalcFP")) { pcEntity.MaxFP = EffectiveMaxFP(player, itemBonuses); if (isInitialization) { pcEntity.CurrentFP = pcEntity.MaxFP; } _data.SubmitDataChange(pcEntity, DatabaseActionType.Update); } }
public void ApplyStatChanges(NWPlayer player, NWItem ignoreItem) { if (!player.IsPlayer) { return; } if (!player.IsInitializedAsPlayer) { return; } PlayerCharacter pcEntity = _db.PlayerCharacters.Single(x => x.PlayerID == player.GlobalID); List <PCSkill> skills = _db.PCSkills.Where(x => x.PlayerID == player.GlobalID && x.Skill.IsActive).ToList(); float strBonus = 0.0f; float dexBonus = 0.0f; float conBonus = 0.0f; float intBonus = 0.0f; float wisBonus = 0.0f; float chaBonus = 0.0f; foreach (PCSkill pcSkill in skills) { Skill skill = pcSkill.Skill; CustomAttribute primary = (CustomAttribute)skill.Primary; CustomAttribute secondary = (CustomAttribute)skill.Secondary; CustomAttribute tertiary = (CustomAttribute)skill.Tertiary; // Primary Bonuses if (primary == CustomAttribute.STR) { strBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.DEX) { dexBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CON) { conBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.INT) { intBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.WIS) { wisBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CHA) { chaBonus += PrimaryIncrease * pcSkill.Rank; } // Secondary Bonuses if (secondary == CustomAttribute.STR) { strBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.DEX) { dexBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CON) { conBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.INT) { intBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.WIS) { wisBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CHA) { chaBonus += SecondaryIncrease * pcSkill.Rank; } // Tertiary Bonuses if (tertiary == CustomAttribute.STR) { strBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.DEX) { dexBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CON) { conBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.INT) { intBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.WIS) { wisBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CHA) { chaBonus += TertiaryIncrease * pcSkill.Rank; } } // Check caps. if (strBonus > MaxAttributeBonus) { strBonus = MaxAttributeBonus; } if (dexBonus > MaxAttributeBonus) { dexBonus = MaxAttributeBonus; } if (conBonus > MaxAttributeBonus) { conBonus = MaxAttributeBonus; } if (intBonus > MaxAttributeBonus) { intBonus = MaxAttributeBonus; } if (wisBonus > MaxAttributeBonus) { wisBonus = MaxAttributeBonus; } if (chaBonus > MaxAttributeBonus) { chaBonus = MaxAttributeBonus; } if (pcEntity.BackgroundID == (int)BackgroundType.Archer || pcEntity.BackgroundID == (int)BackgroundType.Crossbowman) { dexBonus++; wisBonus++; } if (pcEntity.BackgroundID == (int)BackgroundType.Guard || pcEntity.BackgroundID == (int)BackgroundType.Berserker) { strBonus++; conBonus++; } if (pcEntity.BackgroundID == (int)BackgroundType.TwinBladeSpecialist) { dexBonus++; conBonus++; } if (pcEntity.BackgroundID == (int)BackgroundType.MartialArtist) { strBonus++; dexBonus++; } // Apply attributes _nwnxCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, (int)strBonus + pcEntity.STRBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, (int)dexBonus + pcEntity.DEXBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, (int)conBonus + pcEntity.CONBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, (int)intBonus + pcEntity.INTBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_WISDOM, (int)wisBonus + pcEntity.WISBase); _nwnxCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, (int)chaBonus + pcEntity.CHABase); // Apply AC int ac = CalculateItemAC(player, ignoreItem) + _customEffect.CalculateEffectAC(player); _nwnxCreature.SetBaseAC(player, ac); // Apply BAB int bab = CalculateBAB(player, ignoreItem); _nwnxCreature.SetBaseAttackBonus(player, bab); int equippedItemHPBonus = 0; int equippedItemManaBonus = 0; for (int slot = 0; slot < NUM_INVENTORY_SLOTS; slot++) { NWItem item = NWItem.Wrap(_.GetItemInSlot(slot, player.Object)); if (item.Equals(ignoreItem)) { continue; } equippedItemHPBonus += item.HPBonus; equippedItemManaBonus += item.ManaBonus; } // Apply HP int hp = 30 + player.ConstitutionModifier * 5; hp += _perk.GetPCPerkLevel(player, PerkType.Health) * 5; hp += equippedItemHPBonus; if (pcEntity.BackgroundID == (int)BackgroundType.Knight) { hp += 10; } if (hp > 255) { hp = 255; } if (hp < 20) { hp = 20; } _nwnxCreature.SetMaxHitPointsByLevel(player, 1, hp); if (player.CurrentHP > player.MaxHP) { int amount = player.CurrentHP - player.MaxHP; Effect damage = _.EffectDamage(amount); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, damage, player.Object); } // Apply Mana int mana = 20; mana += (player.IntelligenceModifier + player.WisdomModifier + player.CharismaModifier) * 5; mana += _perk.GetPCPerkLevel(player, PerkType.Mana) * 5; mana += equippedItemManaBonus; if (pcEntity.BackgroundID == (int)BackgroundType.Wizard || pcEntity.BackgroundID == (int)BackgroundType.Cleric) { mana += 10; } if (mana < 0) { mana = 0; } pcEntity.MaxMana = mana; _db.SaveChanges(); }