public static void Apply(NWGameObject player) { var playerID = _.GetGlobalID(player); var jobType = _.GetClassByPosition(ClassPosition.First, player); var jobDefinition = JobRegistry.Get(jobType); var job = JobRepo.Get(playerID, jobType); var abilityList = jobDefinition.GetAbilityListByLevel(job.Level); var allFeats = new List <Feat>(DefaultFeats); allFeats.AddRange(abilityList); // Remove any feats the player shouldn't have. var featCount = NWNXCreature.GetFeatCount(player); for (int x = featCount; x >= 0; x--) { var feat = NWNXCreature.GetFeatByIndex(player, x - 1); if (!allFeats.Contains(feat)) { NWNXCreature.RemoveFeat(player, feat); } } // Add any feats the player needs. foreach (var feat in allFeats) { if (_.GetHasFeat(feat, player)) { continue; } NWNXCreature.AddFeatByLevel(player, feat, 1); } }
/// <summary> /// Looks at the creature's feats and if any of them are Perks, stores the highest /// level as a local variable on the creature. This variable is later used when the /// creature actually uses the feat. /// Also registers all of the available PerkFeats (highest tier) on the creature's Data. /// This data is also used in the AI to make decisions quicker. /// </summary> /// <param name="self">The creature whose perks we're registering.</param> private static void RegisterCreaturePerks(NWCreature self) { var perkFeatCache = new Dictionary <int, AIPerkDetails>(); var featIDs = new List <int>(); // Add all feats the creature has to the list. int featCount = NWNXCreature.GetFeatCount(self); for (int x = 0; x <= featCount - 1; x++) { var featID = NWNXCreature.GetFeatByIndex(self, x); featIDs.Add((int)featID); } bool hasPerkFeat = false; // Retrieve perk feat information for only those feats registered as a perk. var perkFeats = DataService.PerkFeat.GetAllByIDs(featIDs); // Mark the highest perk level on the creature. foreach (var perkFeat in perkFeats) { int level = self.GetLocalInt("PERK_LEVEL_" + perkFeat.PerkID); if (level >= perkFeat.PerkLevelUnlocked) { continue; } var perk = DataService.Perk.GetByID(perkFeat.PerkID); self.SetLocalInt("PERK_LEVEL_" + perkFeat.PerkID, perkFeat.PerkLevelUnlocked); perkFeatCache[perkFeat.PerkID] = new AIPerkDetails(perkFeat.FeatID, perk.ExecutionTypeID); hasPerkFeat = true; } // If a builder sets a perk feat but forgets to set the FP, do it automatically. if (hasPerkFeat && self.GetLocalInt("MAX_FP") <= 0) { int fp = 50; fp += (self.IntelligenceModifier + self.WisdomModifier + self.CharismaModifier) * 5; SetMaxFP(self, fp); SetCurrentFP(self, fp); } if (hasPerkFeat) { // Store a new dictionary containing PerkID and FeatID onto the creature's data. // This is later used in the AI processing for decision making. self.Data["PERK_FEATS"] = perkFeatCache; } }
public static void InitializePlayer(NWPlayer player) { if (player == null) { throw new ArgumentNullException(nameof(player)); } if (!player.IsPlayer) { return; } // Player is initialized but not in the DB. Wipe the tag and rerun them through initialization - something went wrong before. if (player.IsInitializedAsPlayer) { if (!DataService.Player.ExistsByID(player.GlobalID)) { SetTag(player, string.Empty); } } if (!player.IsInitializedAsPlayer) { player.DestroyAllInventoryItems(); player.InitializePlayer(); AssignCommand(player, () => _.TakeGoldFromCreature(GetGold(player), player, true)); DelayCommand(0.5f, () => { GiveGoldToCreature(player, 100); }); // Capture original stats before we level up the player. int str = NWNXCreature.GetRawAbilityScore(player, AbilityType.Strength); int con = NWNXCreature.GetRawAbilityScore(player, AbilityType.Constitution); int dex = NWNXCreature.GetRawAbilityScore(player, AbilityType.Dexterity); int @int = NWNXCreature.GetRawAbilityScore(player, AbilityType.Intelligence); int wis = NWNXCreature.GetRawAbilityScore(player, AbilityType.Wisdom); int cha = NWNXCreature.GetRawAbilityScore(player, AbilityType.Charisma); // Take player to level 5 in NWN levels so that we have access to more HP slots GiveXPToCreature(player, 10000); for (int level = 1; level <= 5; level++) { LevelUpHenchman(player, player.Class1); } // Set stats back to how they were on entry. NWNXCreature.SetRawAbilityScore(player, AbilityType.Strength, str); NWNXCreature.SetRawAbilityScore(player, AbilityType.Constitution, con); NWNXCreature.SetRawAbilityScore(player, AbilityType.Dexterity, dex); NWNXCreature.SetRawAbilityScore(player, AbilityType.Intelligence, @int); NWNXCreature.SetRawAbilityScore(player, AbilityType.Wisdom, wis); NWNXCreature.SetRawAbilityScore(player, AbilityType.Charisma, cha); NWItem knife = (CreateItemOnObject("survival_knife", player)); knife.Name = player.Name + "'s Survival Knife"; knife.IsCursed = true; DurabilityService.SetMaxDurability(knife, 5); DurabilityService.SetDurability(knife, 5); NWItem book = (CreateItemOnObject("player_guide", player)); book.Name = player.Name + "'s Player Guide"; book.IsCursed = true; NWItem dyeKit = (CreateItemOnObject("tk_omnidye", player)); dyeKit.IsCursed = true; int numberOfFeats = NWNXCreature.GetFeatCount(player); for (int currentFeat = numberOfFeats; currentFeat >= 0; currentFeat--) { NWNXCreature.RemoveFeat(player, NWNXCreature.GetFeatByIndex(player, currentFeat - 1)); } NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyLight, 1); NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyMedium, 1); NWNXCreature.AddFeatByLevel(player, Feat.ArmorProficiencyHeavy, 1); NWNXCreature.AddFeatByLevel(player, Feat.ShieldProficiency, 1); NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencyExotic, 1); NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencyMartial, 1); NWNXCreature.AddFeatByLevel(player, Feat.WeaponProficiencySimple, 1); NWNXCreature.AddFeatByLevel(player, Feat.UncannyDodge1, 1); NWNXCreature.AddFeatByLevel(player, Feat.StructureManagementTool, 1); NWNXCreature.AddFeatByLevel(player, Feat.OpenRestMenu, 1); NWNXCreature.AddFeatByLevel(player, Feat.RenameCraftedItem, 1); NWNXCreature.AddFeatByLevel(player, Feat.ChatCommandTargeter, 1); foreach (var skillType in Enum.GetValues(typeof(Skill))) { var skill = (Skill)skillType; if (skill == Skill.Invalid || skill == Skill.AllSkills) { continue; } NWNXCreature.SetSkillRank(player, skill, 0); } SetFortitudeSavingThrow(player, 0); SetReflexSavingThrow(player, 0); SetWillSavingThrow(player, 0); var classType = GetClassByPosition(1, player); for (int index = 0; index <= 255; index++) { NWNXCreature.RemoveKnownSpell(player, classType, 0, index); } Player entity = CreateDBPCEntity(player); DataService.SubmitDataChange(entity, DatabaseActionType.Insert); var skills = DataService.Skill.GetAll(); foreach (var skill in skills) { var pcSkill = new PCSkill { IsLocked = false, SkillID = skill.ID, PlayerID = entity.ID, Rank = 0, XP = 0 }; DataService.SubmitDataChange(pcSkill, DatabaseActionType.Insert); } RaceService.ApplyDefaultAppearance(player); NWNXCreature.SetAlignmentLawChaos(player, 50); NWNXCreature.SetAlignmentGoodEvil(player, 50); BackgroundService.ApplyBackgroundBonuses(player); PlayerStatService.ApplyStatChanges(player, null, true); LanguageService.InitializePlayerLanguages(player); DelayCommand(1.0f, () => ApplyEffectToObject(DurationType.Instant, EffectHeal(999), player)); InitializeHotBar(player); } }
public static void InitializePlayer(NWPlayer player) { if (player == null) { throw new ArgumentNullException(nameof(player)); } if (player.Object == null) { throw new ArgumentNullException(nameof(player.Object)); } if (!player.IsPlayer) { return; } // Player is initialized but not in the DB. Wipe the tag and rerun them through initialization - something went wrong before. if (player.IsInitializedAsPlayer) { if (DataService.GetAll <Player>().SingleOrDefault(x => x.ID == player.GlobalID) == null) { _.SetTag(player, string.Empty); } } if (!player.IsInitializedAsPlayer) { player.DestroyAllInventoryItems(); player.InitializePlayer(); _.AssignCommand(player, () => _.TakeGoldFromCreature(_.GetGold(player), player, 1)); _.DelayCommand(0.5f, () => { _.GiveGoldToCreature(player, 100); }); // Capture original stats before we level up the player. int str = NWNXCreature.GetRawAbilityScore(player, ABILITY_STRENGTH); int con = NWNXCreature.GetRawAbilityScore(player, ABILITY_CONSTITUTION); int dex = NWNXCreature.GetRawAbilityScore(player, ABILITY_DEXTERITY); int @int = NWNXCreature.GetRawAbilityScore(player, ABILITY_INTELLIGENCE); int wis = NWNXCreature.GetRawAbilityScore(player, ABILITY_WISDOM); int cha = NWNXCreature.GetRawAbilityScore(player, ABILITY_CHARISMA); // Take player to level 5 in NWN levels so that we have access to more HP slots _.GiveXPToCreature(player, 10000); for (int level = 1; level <= 5; level++) { _.LevelUpHenchman(player, player.Class1); } // Set stats back to how they were on entry. NWNXCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, str); NWNXCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, con); NWNXCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, dex); NWNXCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, @int); NWNXCreature.SetRawAbilityScore(player, ABILITY_WISDOM, wis); NWNXCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, cha); NWItem knife = (_.CreateItemOnObject("survival_knife", player)); knife.Name = player.Name + "'s Survival Knife"; knife.IsCursed = true; DurabilityService.SetMaxDurability(knife, 5); DurabilityService.SetDurability(knife, 5); NWItem book = (_.CreateItemOnObject("player_guide", player)); book.Name = player.Name + "'s Player Guide"; book.IsCursed = true; NWItem dyeKit = (_.CreateItemOnObject("tk_omnidye", player)); dyeKit.IsCursed = true; int numberOfFeats = NWNXCreature.GetFeatCount(player); for (int currentFeat = numberOfFeats; currentFeat >= 0; currentFeat--) { NWNXCreature.RemoveFeat(player, NWNXCreature.GetFeatByIndex(player, currentFeat - 1)); } NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_LIGHT, 1); NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_MEDIUM, 1); NWNXCreature.AddFeatByLevel(player, FEAT_ARMOR_PROFICIENCY_HEAVY, 1); NWNXCreature.AddFeatByLevel(player, FEAT_SHIELD_PROFICIENCY, 1); NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_EXOTIC, 1); NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_MARTIAL, 1); NWNXCreature.AddFeatByLevel(player, FEAT_WEAPON_PROFICIENCY_SIMPLE, 1); NWNXCreature.AddFeatByLevel(player, FEAT_UNCANNY_DODGE_1, 1); NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.StructureManagementTool, 1); NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.OpenRestMenu, 1); NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.RenameCraftedItem, 1); NWNXCreature.AddFeatByLevel(player, (int)CustomFeatType.ChatCommandTargeter, 1); for (int iCurSkill = 1; iCurSkill <= 27; iCurSkill++) { NWNXCreature.SetSkillRank(player, iCurSkill - 1, 0); } _.SetFortitudeSavingThrow(player, 0); _.SetReflexSavingThrow(player, 0); _.SetWillSavingThrow(player, 0); int classID = _.GetClassByPosition(1, player); for (int index = 0; index <= 255; index++) { NWNXCreature.RemoveKnownSpell(player, classID, 0, index); } Player entity = CreateDBPCEntity(player); DataService.SubmitDataChange(entity, DatabaseActionType.Insert); var skills = DataService.GetAll <Skill>(); foreach (var skill in skills) { var pcSkill = new PCSkill { IsLocked = false, SkillID = skill.ID, PlayerID = entity.ID, Rank = 0, XP = 0 }; DataService.SubmitDataChange(pcSkill, DatabaseActionType.Insert); } RaceService.ApplyDefaultAppearance(player); NWNXCreature.SetAlignmentLawChaos(player, 50); NWNXCreature.SetAlignmentGoodEvil(player, 50); BackgroundService.ApplyBackgroundBonuses(player); PlayerStatService.ApplyStatChanges(player, null, true); LanguageService.InitializePlayerLanguages(player); _.DelayCommand(1.0f, () => _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(999), player)); InitializeHotBar(player); } }