public Item Mutate(IEntity from, int luckChance, Item item) { if (item != null) { if (item is BaseWeapon && 1 > Utility.Random(100)) { item.Delete(); item = new FireHorn(); return(item); } if (StandardLootItem && (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat)) { // Try to generate a random item based on the creature killed if (from is BaseCreature creature) { if (RandomItemGenerator.GenerateRandomItem(item, creature.LastKiller, creature)) { return(item); } } } else if (item is BaseInstrument instr) { SlayerName slayer = SlayerName.None; slayer = BaseRunicTool.GetRandomSlayer(); if (slayer == SlayerName.None) { instr.Delete(); return(null); } instr.Quality = ItemQuality.Normal; instr.Slayer = slayer; } if (item.Stackable) { item.Amount = Quantity.Roll(); } } return(item); }
public Item Mutate(Mobile from, int luckChance, Item item) { if (item != null) { if (item is BaseWeapon && 1 > Utility.Random(100)) { item.Delete(); item = new FireHorn(); return(item); } if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat) { if (Core.AOS) { int bonusProps = GetBonusProperties(); int min = m_MinIntensity; int max = m_MaxIntensity; if (bonusProps < m_MaxProps && LootPack.CheckLuck(luckChance)) { ++bonusProps; } int props = 1 + bonusProps; // Make sure we're not spawning items with 6 properties. if (props > m_MaxProps) { props = m_MaxProps; } // Try to generate a new random item if (from is BaseCreature) { if (RandomItemGenerator.GenerateRandomItem(item, ((BaseCreature)from).LastKiller, (BaseCreature)from)) { return(item); } } else if (RandomItemGenerator.GenerateRandomItem(item, null, null)) { return(item); } // Otherwise use the older style random generation if (item is BaseWeapon) { BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseArmor) { BaseRunicTool.ApplyAttributesTo((BaseArmor)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseJewel) { BaseRunicTool.ApplyAttributesTo((BaseJewel)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseHat) { BaseRunicTool.ApplyAttributesTo((BaseHat)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } } else // not aos { if (item is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)item; if (80 > Utility.Random(100)) { weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus(); } if (60 > Utility.Random(100)) { weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus(); } if (40 > Utility.Random(100)) { weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus(); } if (5 > Utility.Random(100)) { weapon.Slayer = SlayerName.Silver; } if (from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && 5 > Utility.Random(100)) { weapon.Slayer = SlayerGroup.GetLootSlayerType(from.GetType()); } } else if (item is BaseArmor) { BaseArmor armor = (BaseArmor)item; if (80 > Utility.Random(100)) { armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus(); } if (40 > Utility.Random(100)) { armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus(); } } } } else if (item is BaseInstrument) { SlayerName slayer = SlayerName.None; if (Core.AOS) { slayer = BaseRunicTool.GetRandomSlayer(); } else { slayer = SlayerGroup.GetLootSlayerType(from.GetType()); } if (slayer == SlayerName.None) { item.Delete(); return(null); } BaseInstrument instr = (BaseInstrument)item; instr.Quality = InstrumentQuality.Regular; instr.Slayer = slayer; } if (item.Stackable) { item.Amount = m_Quantity.Roll(); } } return(item); }
public Item Mutate(Mobile from, int luckChance, Item item) { if (item != null) { if (item is BaseWeapon && 1 > Utility.Random(100)) { item.Delete(); item = new FireHorn(); return(item); } if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat) { // Try to generate a new random item based on the creature killed if (RandomItemGenerator.Enabled && from is BaseCreature) { if (RandomItemGenerator.GenerateRandomItem(item, ((BaseCreature)from).LastKiller, (BaseCreature)from)) { return(item); } } int bonusProps = GetBonusProperties(); int min = m_MinIntensity; int max = m_MaxIntensity; if (bonusProps < m_MaxProps && LootPack.CheckLuck(luckChance)) { ++bonusProps; } int props = 1 + bonusProps; // Make sure we're not spawning items with 6 properties. if (props > m_MaxProps) { props = m_MaxProps; } // Use the older style random generation if (item is BaseWeapon) { BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseArmor) { BaseRunicTool.ApplyAttributesTo((BaseArmor)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseJewel) { BaseRunicTool.ApplyAttributesTo((BaseJewel)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } else if (item is BaseHat) { BaseRunicTool.ApplyAttributesTo((BaseHat)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity); } } else if (item is BaseInstrument) { SlayerName slayer = SlayerName.None; slayer = BaseRunicTool.GetRandomSlayer(); if (slayer == SlayerName.None) { item.Delete(); return(null); } BaseInstrument instr = (BaseInstrument)item; instr.Quality = ItemQuality.Normal; instr.Slayer = slayer; } if (item.Stackable) { item.Amount = m_Quantity.Roll(); } } return(item); }