private void ReapplyBackgroundBonus(PerkType perkType) { var player = GetPC(); if (IsGrantedByBackground(perkType)) { _background.ApplyBackgroundBonuses(player); } }
public 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 (_data.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; _durability.SetMaxDurability(knife, 5); _durability.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, (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); _data.SubmitDataChange(entity, DatabaseActionType.Insert); var skills = _data.GetAll <Skill>(); foreach (var skill in skills) { var pcSkill = new PCSkill { IsLocked = false, SkillID = skill.ID, PlayerID = entity.ID, Rank = 0, XP = 0 }; _data.SubmitDataChange(pcSkill, DatabaseActionType.Insert); } _race.ApplyDefaultAppearance(player); _nwnxCreature.SetAlignmentLawChaos(player, 50); _nwnxCreature.SetAlignmentGoodEvil(player, 50); _background.ApplyBackgroundBonuses(player); _stat.ApplyStatChanges(player, null, true); _language.InitializePlayerLanguages(player); _.DelayCommand(1.0f, () => _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(999), player)); InitializeHotBar(player); } }