private static void HandleEvadeOrDeflectBlasterFire() { DamageEventData data = NWNXDamage.GetDamageEventData(); if (data.Total <= 0) { return; } NWCreature damager = data.Damager.Object; NWCreature target = _.OBJECT_SELF; NWItem damagerWeapon = _.GetLastWeaponUsed(damager); NWItem targetWeapon = target.RightHand; int perkLevel; // Attacker isn't using a pistol or rifle. Return. if (damagerWeapon.CustomItemType != CustomItemType.BlasterPistol && damagerWeapon.CustomItemType != CustomItemType.BlasterRifle) { return; } int modifier; string action; // Check target's equipped weapon, armor and perk. if (targetWeapon.CustomItemType == CustomItemType.MartialArtWeapon || (!target.RightHand.IsValid && !target.LeftHand.IsValid)) { // Martial Arts (weapon or unarmed) uses the Evade Blaster Fire perk which is primarily DEX based. perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.EvadeBlasterFire); modifier = target.DexterityModifier; action = "evade"; } else if (targetWeapon.CustomItemType == CustomItemType.Lightsaber || targetWeapon.CustomItemType == CustomItemType.Saberstaff || GetLocalBool(targetWeapon, "LIGHTSABER")) { // Lightsabers (lightsaber or saberstaff) uses the Deflect Blaster Fire perk which is primarily CHA based. perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.DeflectBlasterFire); modifier = target.CharismaModifier; action = "deflect"; } else { return; } // Don't have the perk. Return. if (perkLevel <= 0) { return; } // Check attacker's DEX against the primary stat of the perk. int delta = modifier - damager.DexterityModifier; if (delta <= 0) { return; } // Has the delay between block/evade attempts past? DateTime cooldown = DateTime.UtcNow; string lastAttemptVar = target.GetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN"); if (!string.IsNullOrWhiteSpace(lastAttemptVar)) { cooldown = DateTime.Parse(lastAttemptVar); } // Cooldown hasn't expired yet. Not ready to attempt a deflect. if (cooldown >= DateTime.UtcNow) { return; } // Ready to attempt a deflect. Adjust chance based on the delta of attacker DEX versus primary stat of defender. int chanceToDeflect = 5 * delta; if (chanceToDeflect > 80) { chanceToDeflect = 80; } int delay; // Seconds delay between deflect attempts. switch (perkLevel) { case 1: delay = 18; break; case 2: delay = 12; break; case 3: delay = 6; break; default: throw new Exception("HandleEvadeOrDeflectBlasterFire -> Perk Level " + perkLevel + " unsupported."); } cooldown = DateTime.UtcNow.AddSeconds(delay); target.SetLocalString("EVADE_OR_DEFLECT_BLASTER_FIRE_COOLDOWN", cooldown.ToString(CultureInfo.InvariantCulture)); int roll = RandomService.D100(1); if (roll <= chanceToDeflect) { target.SendMessage(ColorTokenService.Gray("You " + action + " a blaster shot.")); data.AdjustAllByPercent(-1); NWNXDamage.SetDamageEventData(data); } else { target.SendMessage(ColorTokenService.Gray("You fail to " + action + " a blaster shot. (" + roll + " vs " + chanceToDeflect + ")")); } }
public static void OnChestOpen(NWPlaceable oChest) { NWPlayer oPC = (_.GetLastOpenedBy()); if (!oPC.IsPlayer) { return; } if (_.GetActionMode(oPC.Object, _.ACTION_MODE_STEALTH) == _.TRUE) { _.SetActionMode(oPC.Object, _.ACTION_MODE_STEALTH, _.FALSE); } string resref = oChest.Resref; int chestID = oChest.GetLocalInt(SearchSiteIDVariableName); int skillRank = _.GetSkillRank(_.SKILL_SEARCH, oPC.Object); int numberOfSearches = (skillRank / ExtraSearchPerNumberLevels) + 1; PCSearchSite searchEntity = DataService.SingleOrDefault <PCSearchSite>(x => x.PlayerID == oPC.GlobalID && x.SearchSiteID == chestID); DateTime timeLock = DateTime.UtcNow; if (numberOfSearches <= 0) { numberOfSearches = 1; } if (searchEntity != null) { timeLock = searchEntity.UnlockDateTime; } if (resref == SearchSiteCopyResref) { oChest.IsUseable = false; } QuestService.SpawnQuestItems(oChest, oPC); if (timeLock < DateTime.UtcNow || searchEntity == null) { int dc = oChest.GetLocalInt(SearchSiteDCVariableName); for (int search = 1; search <= numberOfSearches; search++) { RunSearchCycle(oPC, oChest, dc); dc += RandomService.Random(3) + 1; } SaveChestInventory(oPC, oChest, false); } else { var searchItems = DataService.Where <PCSearchSiteItem>(x => x.PlayerID == oPC.GlobalID && x.SearchSiteID == searchEntity.SearchSiteID).ToList(); foreach (PCSearchSiteItem item in searchItems) { NWItem oItem = SerializationService.DeserializeItem(item.SearchItem, oChest); // Prevent item duplication in containers if (oItem.HasInventory) { foreach (NWItem containerItem in oItem.InventoryItems) { containerItem.Destroy(); } } } } }
/// <summary> /// Calculates ability resistance for an ability. /// The attacker and defender's skills, ability modifiers, and balance affinity will be /// used to make this determination. /// </summary> /// <param name="attacker">The creature using the ability.</param> /// <param name="defender">The creature being targeted by the ability.</param> /// <param name="skill">The skill used for this ability.</param> /// <param name="balanceType">The force balance type to use for this ability.</param> /// <param name="sendRollMessage">If true, the roll message will be sent. Otherwise it won't be.</param> /// <returns>Data regarding the ability resistance roll</returns> public static AbilityResistanceResult CalculateAbilityResistance(NWCreature attacker, NWCreature defender, SkillType skill, ForceBalanceType balanceType, bool sendRollMessage = true) { AbilityType abilityScoreType; switch (skill) { case SkillType.ForceAlter: abilityScoreType = AbilityType.Intelligence; break; case SkillType.ForceControl: abilityScoreType = AbilityType.Wisdom; break; case SkillType.ForceSense: abilityScoreType = AbilityType.Charisma; break; default: throw new ArgumentException("Invalid skill type called for " + nameof(CalculateAbilityResistance) + ", value '" + skill + "' not supported."); } AbilityResistanceResult result = new AbilityResistanceResult(); int attackerSkill = SkillService.GetPCSkillRank(attacker.Object, skill); int attackerAbility = _.GetAbilityModifier(abilityScoreType, attacker); int defenderSkill = SkillService.GetPCSkillRank(defender.Object, skill); int defenderAbility = _.GetAbilityModifier(abilityScoreType, defender); // If the defender is equipped with a lightsaber, we check their lightsaber skill if (defender.RightHand.CustomItemType == CustomItemType.Lightsaber || defender.LeftHand.CustomItemType == CustomItemType.Lightsaber) { int lightsaberSkill = SkillService.GetPCSkillRank(defender.Object, SkillType.Lightsaber); if (lightsaberSkill > defenderSkill) { defenderSkill = lightsaberSkill; } } // If the defender's martial arts skill is greater than the current skill they're using, we'll use that instead. int defenderMASkill = SkillService.GetPCSkillRank(defender.Object, SkillType.MartialArts); if (defenderMASkill > defenderSkill) { defenderSkill = defenderMASkill; } int attackerAffinity = 0; int defenderAffinity = 0; // Only check affinity if ability has a force balance type. if (balanceType == ForceBalanceType.Dark || balanceType == ForceBalanceType.Light) { attackerAffinity = GetBalanceAffinity(attacker.Object, balanceType); defenderAffinity = GetBalanceAffinity(defender.Object, balanceType); } float attackerCR = attacker.IsPlayer ? 0f : attacker.ChallengeRating * 5f; float defenderCR = defender.IsPlayer ? 0f : defender.ChallengeRating * 5f; float attackerTotal = attackerSkill + attackerAbility + attackerAffinity + attackerCR; float defenderTotal = defenderSkill + defenderAbility + defenderAffinity + defenderCR; float divisor = attackerTotal + defenderTotal + 1; // +1 to prevent division by zero. //Console.WriteLine("attackerCR = " + attackerCR); //Console.WriteLine("defenderCR = " + defenderCR); //Console.WriteLine("attackerSkill = " + attackerSkill); //Console.WriteLine("attackerAbility = " + attackerAbility); //Console.WriteLine("attackerAffinity = " + attackerAffinity); //Console.WriteLine("defenderSkill = " + defenderSkill); //Console.WriteLine("defenderAbility = " + defenderAbility); //Console.WriteLine("defenderAffinity = " + defenderAffinity); //Console.WriteLine("attackerTotal = " + attackerTotal); //Console.WriteLine("defenderTotal = " + defenderTotal); //Console.WriteLine("divisor = " + divisor); result.DC = (int)(defenderTotal / divisor * 100); result.Roll = RandomService.D100(1); if (sendRollMessage) { string resisted = result.IsResisted ? ColorTokenService.Red(" [RESISTED " + Math.Abs(result.Delta) + "%]") : string.Empty; string message = ColorTokenService.SavingThrow("Roll: " + result.Roll + " VS " + result.DC + " DC") + resisted; attacker.SendMessage(message); defender.SendMessage(message); } return(result); }
public static string TranslateSnippetForListener(NWObject speaker, NWObject listener, SkillType language, string snippet) { Dictionary <SkillType, Type> map = new Dictionary <SkillType, Type> { { SkillType.Bothese, typeof(TranslatorBothese) }, { SkillType.Catharese, typeof(TranslatorCatharese) }, { SkillType.Cheunh, typeof(TranslatorCheunh) }, { SkillType.Dosh, typeof(TranslatorDosh) }, { SkillType.Droidspeak, typeof(TranslatorDroidspeak) }, { SkillType.Huttese, typeof(TranslatorHuttese) }, { SkillType.Mandoa, typeof(TranslatorMandoa) }, { SkillType.Shyriiwook, typeof(TranslatorShyriiwook) }, { SkillType.Twileki, typeof(TranslatorTwileki) }, { SkillType.Zabraki, typeof(TranslatorZabraki) }, { SkillType.Mirialan, typeof(TranslatorMirialan) }, { SkillType.MonCalamarian, typeof(TranslatorMonCalamarian) }, { SkillType.Ugnaught, typeof(TranslatorUgnaught) }, { SkillType.Togruti, typeof(TranslatorTogruti) }, { SkillType.Rodese, typeof(TranslatorRodese) }, { SkillType.KelDor, typeof(TranslatorKelDor) } }; Type type = typeof(TranslatorGeneric); map.TryGetValue(language, out type); ITranslator translator = (ITranslator)Activator.CreateInstance(type); if (speaker.IsPC && !speaker.IsDM) { // Get the rank and max rank for the speaker, and garble their English text based on it. NWPlayer speakerAsPlayer = speaker.Object; int speakerSkillRank = SkillService.GetPCSkillRank(speakerAsPlayer, language); int speakerSkillMaxRank = SkillService.GetSkill(language).MaxRank; if (speakerSkillRank != speakerSkillMaxRank) { int garbledChance = 100 - (int)(((float)speakerSkillRank / (float)speakerSkillMaxRank) * 100); string[] split = snippet.Split(' '); for (int i = 0; i < split.Length; ++i) { if (RandomService.Random(100) <= garbledChance) { split[i] = new string(split[i].ToCharArray().OrderBy(s => (RandomService.Random(2) % 2) == 0).ToArray()); } } snippet = split.Aggregate((a, b) => a + " " + b); } } if (!listener.IsPC || listener.IsDM) { // Short circuit for a DM or NPC - they will always understand the text. return(snippet); } // Let's grab the max rank for the listener skill, and then we roll for a successful translate based on that. NWPlayer listenerAsPlayer = listener.Object; int rank = SkillService.GetPCSkillRank(listenerAsPlayer, language); int maxRank = SkillService.GetSkill(language).MaxRank; // Check for the Comprehend Speech concentration ability. Player dbPlayer = DataService.Player.GetByID(listenerAsPlayer.GlobalID); bool grantSenseXP = false; if (dbPlayer.ActiveConcentrationPerkID == (int)PerkType.ComprehendSpeech) { int bonus = 5 * dbPlayer.ActiveConcentrationTier; rank += bonus; grantSenseXP = true; } // Ensure we don't go over the maximum. if (rank > maxRank) { rank = maxRank; } if (rank == maxRank || speaker == listener) { // Guaranteed success - return original. return(snippet); } string textAsForeignLanguage = translator.Translate(snippet); if (rank != 0) { int englishChance = (int)(((float)rank / (float)maxRank) * 100); string[] originalSplit = snippet.Split(' '); string[] foreignSplit = textAsForeignLanguage.Split(' '); StringBuilder endResult = new StringBuilder(); // WARNING: We're making the assumption that originalSplit.Length == foreignSplit.Length. // If this assumption changes, the below logic needs to change too. for (int i = 0; i < originalSplit.Length; ++i) { if (RandomService.Random(100) <= englishChance) { endResult.Append(originalSplit[i]); } else { endResult.Append(foreignSplit[i]); } endResult.Append(" "); } textAsForeignLanguage = endResult.ToString(); } long now = DateTime.Now.Ticks; int lastSkillUpLow = listenerAsPlayer.GetLocalInt("LAST_LANGUAGE_SKILL_INCREASE_LOW"); int lastSkillUpHigh = listenerAsPlayer.GetLocalInt("LAST_LANGUAGE_SKILL_INCREASE_HIGH"); long lastSkillUp = lastSkillUpHigh; lastSkillUp = (lastSkillUp << 32) | (uint)lastSkillUpLow; long differenceInSeconds = (now - lastSkillUp) / 10000000; if (differenceInSeconds / 60 >= 2) { int amount = Math.Max(10, Math.Min(150, snippet.Length) / 3); // Reward exp towards the language - we scale this with character count, maxing at 50 exp for 150 characters. SkillService.GiveSkillXP(listenerAsPlayer, language, amount); // Grant Sense XP if player is concentrating Comprehend Speech. if (grantSenseXP) { SkillService.GiveSkillXP(listenerAsPlayer, SkillType.ForceSense, amount * 10); } listenerAsPlayer.SetLocalInt("LAST_LANGUAGE_SKILL_INCREASE_LOW", (int)(now & 0xFFFFFFFF)); listenerAsPlayer.SetLocalInt("LAST_LANGUAGE_SKILL_INCREASE_HIGH", (int)((now >> 32) & 0xFFFFFFFF)); } return(textAsForeignLanguage); }
private static void InitializeAreaSpawns(NWArea area) { var areaSpawn = new AreaSpawn(); // Check for manually placed spawns NWObject obj = GetFirstObjectInArea(area.Object); while (obj.IsValid) { bool isSpawn = obj.ObjectType == ObjectType.Waypoint && obj.GetLocalBool("IS_SPAWN") == true; if (isSpawn) { var spawnType = (ObjectType)obj.GetLocalInt("SPAWN_TYPE"); var objectType = spawnType == 0 || spawnType == ObjectType.Creature ? ObjectType.Creature : spawnType; int spawnTableID = obj.GetLocalInt("SPAWN_TABLE_ID"); int npcGroupID = obj.GetLocalInt("SPAWN_NPC_GROUP_ID"); string behaviourScript = obj.GetLocalString("SPAWN_BEHAVIOUR_SCRIPT"); if (string.IsNullOrWhiteSpace(behaviourScript)) { behaviourScript = obj.GetLocalString("SPAWN_BEHAVIOUR"); } string spawnResref = obj.GetLocalString("SPAWN_RESREF"); float respawnTime = obj.GetLocalFloat("SPAWN_RESPAWN_SECONDS"); string spawnRule = obj.GetLocalString("SPAWN_RULE"); int deathVFXID = obj.GetLocalInt("SPAWN_DEATH_VFX"); AIFlags aiFlags = (AIFlags)obj.GetLocalInt("SPAWN_AI_FLAGS"); bool useResref = true; // No resref specified but a table was, look in the database for a random record. if (string.IsNullOrWhiteSpace(spawnResref) && spawnTableID > 0) { // Pick a random record. var spawnObjects = DataService.SpawnObject.GetAllBySpawnTableID(spawnTableID).ToList(); int count = spawnObjects.Count; int index = count <= 0 ? 0 : RandomService.Random(count); var dbSpawn = spawnObjects[index]; if (dbSpawn != null) { spawnResref = dbSpawn.Resref; useResref = false; if (dbSpawn.NPCGroupID != null && dbSpawn.NPCGroupID > 0) { npcGroupID = Convert.ToInt32(dbSpawn.NPCGroupID); } if (!string.IsNullOrWhiteSpace(dbSpawn.BehaviourScript)) { behaviourScript = dbSpawn.BehaviourScript; } if (!string.IsNullOrWhiteSpace(dbSpawn.SpawnRule)) { spawnRule = dbSpawn.SpawnRule; } if (deathVFXID <= 0) { deathVFXID = dbSpawn.DeathVFXID; } if (aiFlags == AIFlags.None) { aiFlags = dbSpawn.AIFlags; } } } // If we found a resref, spawn the object and add it to the cache. if (!string.IsNullOrWhiteSpace(spawnResref)) { // Delay the creation so that the iteration through the area doesn't get thrown off by new entries. Location location = obj.Location; bool isInstance = area.IsInstance; ObjectSpawn newSpawn; if (useResref) { newSpawn = new ObjectSpawn(location, true, spawnResref, respawnTime); } else { newSpawn = new ObjectSpawn(location, true, spawnTableID, respawnTime); } if (npcGroupID > 0) { newSpawn.NPCGroupID = npcGroupID; } if (deathVFXID > 0) { newSpawn.DeathVFXID = deathVFXID; } if (!string.IsNullOrWhiteSpace(behaviourScript)) { newSpawn.BehaviourScript = behaviourScript; } if (!string.IsNullOrWhiteSpace(spawnRule)) { newSpawn.SpawnRule = spawnRule; } if (aiFlags == AIFlags.None) { newSpawn.AIFlags = aiFlags; } // Instance spawns are one-shot. if (isInstance) { newSpawn.Respawns = false; } if (objectType == ObjectType.Creature) { areaSpawn.Creatures.Add(newSpawn); } else if (objectType == ObjectType.Placeable) { areaSpawn.Placeables.Add(newSpawn); } } } obj = GetNextObjectInArea(area.Object); } AreaSpawns.Add(area, areaSpawn); DelayCommand(1.0f, () => { SpawnResources(area, areaSpawn); }); }
private static void SpawnResources(NWArea area, AreaSpawn areaSpawn) { var dbArea = DataService.Area.GetByResref(area.Resref); if (dbArea.ResourceSpawnTableID <= 0 || !dbArea.AutoSpawnResources) { return; } var possibleSpawns = DataService.SpawnObject.GetAllBySpawnTableID(dbArea.ResourceSpawnTableID).ToList(); // 1024 size = 32x32 // 256 size = 16x16 // 64 size = 8x8 int size = area.Width * area.Height; int maxSpawns = 0; if (size <= 12) { maxSpawns = 2; } else if (size <= 32) { maxSpawns = 6; } else if (size <= 64) { maxSpawns = 10; } else if (size <= 256) { maxSpawns = 25; } else if (size <= 512) { maxSpawns = 40; } else if (size <= 1024) { maxSpawns = 50; } int[] weights = new int[possibleSpawns.Count()]; for (int x = 0; x < possibleSpawns.Count(); x++) { weights[x] = possibleSpawns.ElementAt(x).Weight; } for (int x = 1; x <= maxSpawns; x++) { int index = RandomService.GetRandomWeightedIndex(weights); var dbSpawn = possibleSpawns.ElementAt(index); Location location = GetRandomSpawnPoint(area); NWPlaceable plc = (CreateObject(ObjectType.Placeable, dbSpawn.Resref, location)); ObjectSpawn spawn = new ObjectSpawn(location, false, dbArea.ResourceSpawnTableID, 600.0f); spawn.Spawn = plc; ObjectVisibilityService.ApplyVisibilityForObject(plc); if (dbSpawn.NPCGroupID != null && dbSpawn.NPCGroupID > 0) { plc.SetLocalInt("NPC_GROUP", Convert.ToInt32(dbSpawn.NPCGroupID)); spawn.NPCGroupID = Convert.ToInt32(dbSpawn.NPCGroupID); } if (!string.IsNullOrWhiteSpace(dbSpawn.BehaviourScript) && string.IsNullOrWhiteSpace(plc.GetLocalString("BEHAVIOUR"))) { plc.SetLocalString("BEHAVIOUR", dbSpawn.BehaviourScript); spawn.BehaviourScript = dbSpawn.BehaviourScript; } if (!string.IsNullOrWhiteSpace(dbSpawn.SpawnRule)) { var rule = GetSpawnRule(dbSpawn.SpawnRule); rule.Run(plc); } areaSpawn.Placeables.Add(spawn); } }
public static void HandlePlasmaCellPerk(NWPlayer player, NWObject target) { if (!player.IsPlayer) { return; } if (!_.GetHasFeat(Feat.PlasmaCell, player)) { return; // Check if player has the perk } if (player.RightHand.CustomItemType != CustomItemType.BlasterPistol && player.RightHand.CustomItemType != CustomItemType.BlasterRifle) { return; // Check if player has the right weapons } if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true) { return; // Check if Tranquilizer is on to avoid conflict } if (GetLocalBool(player, "PLASMA_CELL_TOGGLE_OFF") == true) { return; // Check if Plasma Cell toggle is on or off } if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true) { return; } int perkLevel = PerkService.GetCreaturePerkLevel(player, PerkType.PlasmaCell); int chance; CustomEffectType[] damageTypes; switch (perkLevel) { case 1: chance = 10; damageTypes = new[] { CustomEffectType.FireCell }; break; case 2: chance = 10; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell }; break; case 3: chance = 20; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell }; break; case 4: chance = 20; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell }; break; case 5: chance = 30; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell }; break; case 6: chance = 30; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell }; break; case 7: chance = 40; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell }; break; case 8: chance = 40; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell }; break; case 9: chance = 50; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell }; break; case 10: chance = 50; damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell, CustomEffectType.DivineCell }; break; default: return; } foreach (var effect in damageTypes) { if (RandomService.D100(1) <= chance) { CustomEffectService.ApplyCustomEffect(player, target.Object, effect, RandomService.D6(1), perkLevel, null); } } }
public static Tuple <ItemProperty, int> GetRandomComponentBonusIP(ResourceQuality quality) { string[] normalIP = { "compbon_arm1", // Armorsmith 1 "compbon_cspd1", // Cooldown Recovery 1 "compbon_charges1", // Charges 1 //"compbon_cooking1", // Cooking 1 "compbon_dmg1", // Damage 1 "compbon_eng1", // Engineering 1 "compbon_enmdown1", // Enmity Down 1 "compbon_harv1", // Harvesting 1 "compbon_wpn1", // Weaponsmith 1 "compbon_hp2", // Hit Points 2 "compbon_fp2", // Force Points 2 "compbon_enmup1", // Enmity Up 1 "compbon_med1", // Meditate 1 "compbon_faid1", // Medicine 1 "compbon_fab1", // Fabrication 1 "compbon_scanup1", // Scanning 1 "compbon_rest1", // Rest 1 "compbon_ab1" // Attack Bonus 1 }; string[] highIP = { "compbon_arm2", // Armorsmith 2 "compbon_cspd2", // Cooldown Recovery 2 "compbon_charges2", // Charges 2 //"compbon_cooking2", // Cooking 2 "compbon_dmg2", // Damage 2 "compbon_eng2", // Engineering 2 "compbon_enmdown2", // Enmity Down 2 "compbon_harv2", // Harvesting 2 "compbon_wpn2", // Weaponsmith 2 "compbon_hp4", // Hit Points 4 "compbon_fp4", // Force Points 4 "compbon_enmup2", // Enmity Up 2 "compbon_luck1", // Luck 1 "compbon_med2", // Meditate 2 "compbon_faid2", // Medicine 2 "compbon_hpregen1", // HP Regen 1 "compbon_fpregen1", // FP Regen 1 "compbon_snkatk1", // Sneak Attack 1 "compbon_fab2", // Fabrication 2 "compbon_scanup2", // Scanning 2 "compbon_rest2", // Rest 2 "compbon_str1", // Strength 1 "compbon_dex1", // Dexterity 1 "compbon_con1", // Constitution 1 "compbon_wis1", // Wisdom 1 "compbon_int1", // Intelligence 1 "compbon_cha1", // Charisma 1 "compbon_ab2", // Attack Bonus 2 "compbon_scavup1" // Scavenging 1 }; string[] veryHighIP = { "compbon_arm3", // Armorsmith 3 "compbon_cspd3", // Cooldown Recovery 3 //"compbon_cooking3", // Cooking 3 "compbon_charges3", // Charges 3 "compbon_dmg3", // Damage 3 "compbon_eng3", // Engineering 3 "compbon_enmdown3", // Enmity Down 3 "compbon_harv3", // Harvesting 3 "compbon_wpn3", // Weaponsmith 3 "compbon_hp6", // Hit Points 6 "compbon_fp6", // Force Points 6 "compbon_enmup3", // Enmity Up 3 "compbon_luck2", // Luck 2 "compbon_med3", // Meditate 3 "compbon_faid3", // Medicine 3 "compbon_hpregen2", // HP Regen 2 "compbon_fpregen2", // FP Regen 2 "compbon_snkatk2", // Sneak Attack 2 "compbon_fab3", // Fabrication 3 "compbon_scanup3", // Scanning 3 "compbon_rest3", // Rest 3 "compbon_str2", // Strength 2 "compbon_dex2", // Dexterity 2 "compbon_con2", // Constitution 2 "compbon_wis2", // Wisdom 2 "compbon_int2", // Intelligence 2 "compbon_cha2", // Charisma 2 "compbon_ab3", // Attack Bonus 3 "compbon_scavup2" // Scavenging 2 }; string[] setToUse; switch (quality) { case ResourceQuality.Low: case ResourceQuality.Normal: setToUse = normalIP; break; case ResourceQuality.High: setToUse = highIP; break; case ResourceQuality.VeryHigh: setToUse = veryHighIP; break; default: throw new ArgumentOutOfRangeException(nameof(quality), quality, null); } int index = RandomService.Random(0, setToUse.Length - 1); string itemTag = setToUse[index]; return(new Tuple <ItemProperty, int>(ItemService.GetCustomItemPropertyByItemTag(itemTag), Colorize(itemTag))); }