// New component items will be spawned and the appropriate properties from the base item will be transferred. public bool Run(params object[] args) { _player = (NWPlayer)args[0]; _playerItemStats = PlayerStatService.GetPlayerItemEffectiveStats(_player); int xp = 100; // Always grant at least this much XP to player. // Remove the immobilization effect foreach (var effect in _player.Effects) { if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION") { _.RemoveEffect(_player, effect); } } string serializedSalvageItem = (string)args[1]; NWPlaceable tempStorage = _.GetObjectByTag("TEMP_ITEM_STORAGE"); NWItem item = SerializationService.DeserializeItem(serializedSalvageItem, tempStorage); int salvageComponentTypeID = (int)args[2]; _componentType = DataService.Get <ComponentType>(salvageComponentTypeID); // Create an item with no bonuses every time. _.CreateItemOnObject(_componentType.ReassembledResref, _player); // First check is for attack bonuses 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); xp += ProcessProperty(amount, 3, ComponentBonusType.AttackBonusUp); } } // Now check specific custom properties which are stored as local variables on the item. xp += ProcessProperty(item.CustomAC, 3, ComponentBonusType.ACUp); xp += ProcessProperty(item.HarvestingBonus, 3, ComponentBonusType.HarvestingUp); xp += ProcessProperty(item.PilotingBonus, 3, ComponentBonusType.PilotingUp); xp += ProcessProperty(item.ScanningBonus, 3, ComponentBonusType.ScanningUp); xp += ProcessProperty(item.ScavengingBonus, 3, ComponentBonusType.ScavengingUp); xp += ProcessProperty(item.CastingSpeed, 3, ComponentBonusType.CastingSpeedUp); xp += ProcessProperty(item.CraftBonusArmorsmith, 3, ComponentBonusType.ArmorsmithUp); xp += ProcessProperty(item.CraftBonusWeaponsmith, 3, ComponentBonusType.WeaponsmithUp); xp += ProcessProperty(item.CraftBonusCooking, 3, ComponentBonusType.CookingUp); xp += ProcessProperty(item.CraftBonusEngineering, 3, ComponentBonusType.EngineeringUp); xp += ProcessProperty(item.CraftBonusFabrication, 3, ComponentBonusType.FabricationUp); xp += ProcessProperty(item.HPBonus, 5, ComponentBonusType.HPUp, 0.5f); xp += ProcessProperty(item.FPBonus, 5, ComponentBonusType.FPUp, 0.5f); xp += ProcessProperty(item.EnmityRate, 3, ComponentBonusType.EnmityUp); xp += ProcessProperty(item.ForcePotencyBonus, 3, ComponentBonusType.ForcePotencyUp); xp += ProcessProperty(item.ForceAccuracyBonus, 3, ComponentBonusType.ForceAccuracyUp); xp += ProcessProperty(item.ForceDefenseBonus, 3, ComponentBonusType.ForceDefenseUp); xp += ProcessProperty(item.ElectricalPotencyBonus, 3, ComponentBonusType.ElectricalPotencyUp); xp += ProcessProperty(item.MindPotencyBonus, 3, ComponentBonusType.MindPotencyUp); xp += ProcessProperty(item.LightPotencyBonus, 3, ComponentBonusType.LightPotencyUp); xp += ProcessProperty(item.DarkPotencyBonus, 3, ComponentBonusType.DarkPotencyUp); xp += ProcessProperty(item.ElectricalDefenseBonus, 3, ComponentBonusType.ElectricalDefenseUp); xp += ProcessProperty(item.MindDefenseBonus, 3, ComponentBonusType.MindDefenseUp); xp += ProcessProperty(item.LightDefenseBonus, 3, ComponentBonusType.LightDefenseUp); xp += ProcessProperty(item.DarkDefenseBonus, 3, ComponentBonusType.DarkDefenseUp); xp += ProcessProperty(item.LuckBonus, 3, ComponentBonusType.LuckUp); xp += ProcessProperty(item.MeditateBonus, 3, ComponentBonusType.MeditateUp); xp += ProcessProperty(item.RestBonus, 3, ComponentBonusType.RestUp); xp += ProcessProperty(item.MedicineBonus, 3, ComponentBonusType.MedicineUp); xp += ProcessProperty(item.HPRegenBonus, 3, ComponentBonusType.HPRegenUp); xp += ProcessProperty(item.FPRegenBonus, 3, ComponentBonusType.FPRegenUp); xp += ProcessProperty(item.BaseAttackBonus, 3, ComponentBonusType.BaseAttackBonusUp, 6f); xp += ProcessProperty(item.StructureBonus, 3, ComponentBonusType.StructureBonusUp); xp += ProcessProperty(item.SneakAttackBonus, 3, ComponentBonusType.SneakAttackUp); xp += ProcessProperty(item.DamageBonus, 3, ComponentBonusType.DamageUp); xp += ProcessProperty(item.StrengthBonus, 3, ComponentBonusType.StrengthUp); xp += ProcessProperty(item.DexterityBonus, 3, ComponentBonusType.DexterityUp); xp += ProcessProperty(item.ConstitutionBonus, 3, ComponentBonusType.ConstitutionUp); xp += ProcessProperty(item.WisdomBonus, 3, ComponentBonusType.WisdomUp); xp += ProcessProperty(item.IntelligenceBonus, 3, ComponentBonusType.IntelligenceUp); xp += ProcessProperty(item.CharismaBonus, 3, ComponentBonusType.CharismaUp); xp += ProcessProperty(item.DurationBonus, 3, ComponentBonusType.DurationUp); item.Destroy(); SkillService.GiveSkillXP(_player, SkillType.Harvesting, xp); return(true); }
// New component items will be spawned and the appropriate properties from the base item will be transferred. public bool Run(params object[] args) { _player = (NWPlayer)args[0]; int xp = 100; // Always grant at least this much XP to player. // Remove the immobilization effect foreach (var effect in _player.Effects) { if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION") { _.RemoveEffect(_player, effect); } } // Check for a fuel cell in the player's inventory again. If it doesn't exist, we exit early with an error message. NWItem fuel = _.GetItemPossessedBy(_player, "ass_power"); if (!fuel.IsValid) { _player.SendMessage(ColorTokenService.Red("A 'Reassembly Fuel Cell' was not found in your inventory. Reassembly failed.")); return(false); } // Otherwise the fuel cell was found. Destroy it and continue on with the process. fuel.Destroy(); _playerItemStats = PlayerStatService.GetPlayerItemEffectiveStats(_player); string serializedSalvageItem = (string)args[1]; NWPlaceable tempStorage = _.GetObjectByTag("TEMP_ITEM_STORAGE"); NWItem item = SerializationService.DeserializeItem(serializedSalvageItem, tempStorage); int salvageComponentTypeID = (int)args[2]; _componentType = DataService.Get <ComponentType>(salvageComponentTypeID); // Create an item with no bonuses every time. _.CreateItemOnObject(_componentType.ReassembledResref, _player); // Now check specific custom properties which are stored as local variables on the item. xp += ProcessProperty(item.HarvestingBonus, 3, ComponentBonusType.HarvestingUp); xp += ProcessProperty(item.PilotingBonus, 3, ComponentBonusType.PilotingUp); xp += ProcessProperty(item.ScanningBonus, 3, ComponentBonusType.ScanningUp); xp += ProcessProperty(item.ScavengingBonus, 3, ComponentBonusType.ScavengingUp); xp += ProcessProperty(item.CooldownRecovery, 3, ComponentBonusType.CooldownRecoveryUp); xp += ProcessProperty(item.CraftBonusArmorsmith, 3, ComponentBonusType.ArmorsmithUp); xp += ProcessProperty(item.CraftBonusWeaponsmith, 3, ComponentBonusType.WeaponsmithUp); xp += ProcessProperty(item.CraftBonusCooking, 3, ComponentBonusType.CookingUp); xp += ProcessProperty(item.CraftBonusEngineering, 3, ComponentBonusType.EngineeringUp); xp += ProcessProperty(item.CraftBonusFabrication, 3, ComponentBonusType.FabricationUp); xp += ProcessProperty(item.HPBonus, 5, ComponentBonusType.HPUp, 0.5f); xp += ProcessProperty(item.FPBonus, 5, ComponentBonusType.FPUp, 0.5f); xp += ProcessProperty(item.EnmityRate, 3, ComponentBonusType.EnmityUp); xp += ProcessProperty(item.LuckBonus, 3, ComponentBonusType.LuckUp); xp += ProcessProperty(item.MeditateBonus, 3, ComponentBonusType.MeditateUp); xp += ProcessProperty(item.RestBonus, 3, ComponentBonusType.RestUp); xp += ProcessProperty(item.MedicineBonus, 3, ComponentBonusType.MedicineUp); xp += ProcessProperty(item.HPRegenBonus, 3, ComponentBonusType.HPRegenUp); xp += ProcessProperty(item.FPRegenBonus, 3, ComponentBonusType.FPRegenUp); xp += ProcessProperty(item.BaseAttackBonus, 3, ComponentBonusType.BaseAttackBonusUp, 6f); xp += ProcessProperty(item.StructureBonus, 3, ComponentBonusType.StructureBonusUp); xp += ProcessProperty(item.SneakAttackBonus, 3, ComponentBonusType.SneakAttackUp); xp += ProcessProperty(item.DamageBonus, 3, ComponentBonusType.DamageUp); xp += ProcessProperty(item.StrengthBonus, 3, ComponentBonusType.StrengthUp); xp += ProcessProperty(item.DexterityBonus, 3, ComponentBonusType.DexterityUp); xp += ProcessProperty(item.ConstitutionBonus, 3, ComponentBonusType.ConstitutionUp); xp += ProcessProperty(item.WisdomBonus, 3, ComponentBonusType.WisdomUp); xp += ProcessProperty(item.IntelligenceBonus, 3, ComponentBonusType.IntelligenceUp); xp += ProcessProperty(item.CharismaBonus, 3, ComponentBonusType.CharismaUp); xp += ProcessProperty(item.DurationBonus, 3, ComponentBonusType.DurationUp); item.Destroy(); SkillService.GiveSkillXP(_player, SkillType.Harvesting, xp); return(true); }