/// <summary> /// NWN stores HP as a field under each level object. /// The level for each level is 255. Ensure this value doesn't go over the field limit. /// </summary> private static void ApplyHP(NWGameObject player, int hp) { var level = GetLevelByPosition(ClassPosition.First, player); // Every level needs at least one HP, so apply that now. for (int x = 1; x <= level; x++) { hp--; NWNXCreature.SetMaxHitPointsByLevel(player, x, 1); } // Now add the remaining HP as needed to each level. for (int x = 1; x <= level; level++) { // Levels can only contain a max of 255 HP. if (hp > 255) { NWNXCreature.SetMaxHitPointsByLevel(player, x, 255); hp -= 254; // We've already added 1, so reduce by 254. } // Remaining value gets set to the level (<255 hp) else { NWNXCreature.SetMaxHitPointsByLevel(player, x, hp + 1); break; } } // If player's current HP is higher than their max, apply damage to put them back to their maximum. var currentHP = GetCurrentHitPoints(player); var maxHP = GetMaxHitPoints(player); if (currentHP > maxHP) { int amount = currentHP - maxHP; Effect damage = EffectDamage(amount); ApplyEffectToObject(DurationType.Instant, damage, player); } }
public static void ApplyStatChanges(NWPlayer player, NWItem ignoreItem, bool isInitialization = false) { if (!player.IsPlayer) { return; } if (!player.IsInitializedAsPlayer) { return; } if (player.GetLocalInt("IS_SHIP") == 1) { return; } // Don't fire for ammo as it reapplies bonuses **just** removed from blasters. if (ignoreItem != null && (ignoreItem.BaseItemType == BASE_ITEM_BOLT || ignoreItem.BaseItemType == BASE_ITEM_ARROW || ignoreItem.BaseItemType == BASE_ITEM_BULLET)) { return; } Player pcEntity = DataService.Get <Player>(player.GlobalID); List <PCSkill> skills = DataService.Where <PCSkill>(x => x.PlayerID == player.GlobalID && x.Rank > 0).ToList(); EffectiveItemStats itemBonuses = GetPlayerItemEffectiveStats(player, ignoreItem); float strBonus = 0.0f; float dexBonus = 0.0f; float conBonus = 0.0f; float intBonus = 0.0f; float wisBonus = 0.0f; float chaBonus = 0.0f; using (new Profiler("PlayerStatService::ApplyStatChanges::AttributeApplication")) { foreach (PCSkill pcSkill in skills) { Skill skill = DataService.Get <Skill>(pcSkill.SkillID); CustomAttribute primary = (CustomAttribute)skill.Primary; CustomAttribute secondary = (CustomAttribute)skill.Secondary; CustomAttribute tertiary = (CustomAttribute)skill.Tertiary; // Primary Bonuses if (primary == CustomAttribute.STR) { strBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.DEX) { dexBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CON) { conBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.INT) { intBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.WIS) { wisBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CHA) { chaBonus += PrimaryIncrease * pcSkill.Rank; } // Secondary Bonuses if (secondary == CustomAttribute.STR) { strBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.DEX) { dexBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CON) { conBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.INT) { intBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.WIS) { wisBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CHA) { chaBonus += SecondaryIncrease * pcSkill.Rank; } // Tertiary Bonuses if (tertiary == CustomAttribute.STR) { strBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.DEX) { dexBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CON) { conBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.INT) { intBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.WIS) { wisBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CHA) { chaBonus += TertiaryIncrease * pcSkill.Rank; } } } // Check caps. if (strBonus > MaxAttributeBonus) { strBonus = MaxAttributeBonus; } if (dexBonus > MaxAttributeBonus) { dexBonus = MaxAttributeBonus; } if (conBonus > MaxAttributeBonus) { conBonus = MaxAttributeBonus; } if (intBonus > MaxAttributeBonus) { intBonus = MaxAttributeBonus; } if (wisBonus > MaxAttributeBonus) { wisBonus = MaxAttributeBonus; } if (chaBonus > MaxAttributeBonus) { chaBonus = MaxAttributeBonus; } // Apply item bonuses strBonus += itemBonuses.Strength; dexBonus += itemBonuses.Dexterity; conBonus += itemBonuses.Constitution; wisBonus += itemBonuses.Wisdom; intBonus += itemBonuses.Intelligence; chaBonus += itemBonuses.Charisma; // Check final caps if (strBonus > 100) { strBonus = 100; } if (dexBonus > 100) { dexBonus = 100; } if (conBonus > 100) { conBonus = 100; } if (intBonus > 100) { intBonus = 100; } if (wisBonus > 100) { wisBonus = 100; } if (chaBonus > 100) { chaBonus = 100; } // Apply attributes NWNXCreature.SetRawAbilityScore(player, ABILITY_STRENGTH, (int)strBonus + pcEntity.STRBase); NWNXCreature.SetRawAbilityScore(player, ABILITY_DEXTERITY, (int)dexBonus + pcEntity.DEXBase); NWNXCreature.SetRawAbilityScore(player, ABILITY_CONSTITUTION, (int)conBonus + pcEntity.CONBase); NWNXCreature.SetRawAbilityScore(player, ABILITY_INTELLIGENCE, (int)intBonus + pcEntity.INTBase); NWNXCreature.SetRawAbilityScore(player, ABILITY_WISDOM, (int)wisBonus + pcEntity.WISBase); NWNXCreature.SetRawAbilityScore(player, ABILITY_CHARISMA, (int)chaBonus + pcEntity.CHABase); // Apply AC using (new Profiler("PlayerStatService::ApplyStatChanges::CalcAC")) { int ac = EffectiveArmorClass(itemBonuses, player); NWNXCreature.SetBaseAC(player, ac); } // Apply BAB using (new Profiler("PlayerStatService::ApplyStatChanges::CalcBAB")) { int bab = CalculateBAB(player, ignoreItem, itemBonuses); NWNXCreature.SetBaseAttackBonus(player, bab); } // Apply HP using (new Profiler("PlayerStatService::ApplyStatChanges::CalcHP")) { int hp = EffectiveMaxHitPoints(player, itemBonuses); for (int level = 1; level <= 5; level++) { hp--; NWNXCreature.SetMaxHitPointsByLevel(player, level, 1); } for (int level = 1; level <= 5; level++) { if (hp > 255) // Levels can only contain a max of 255 HP { NWNXCreature.SetMaxHitPointsByLevel(player, level, 255); hp = hp - 254; } else // Remaining value gets set to the level. (<255 hp) { NWNXCreature.SetMaxHitPointsByLevel(player, level, hp + 1); break; } } } if (player.CurrentHP > player.MaxHP) { int amount = player.CurrentHP - player.MaxHP; Effect damage = _.EffectDamage(amount); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, damage, player.Object); } // Apply FP using (new Profiler("PlayerStatService::ApplyStatChanges::CalcFP")) { pcEntity.MaxFP = EffectiveMaxFP(player, itemBonuses); if (isInitialization) { pcEntity.CurrentFP = pcEntity.MaxFP; } DataService.SubmitDataChange(pcEntity, DatabaseActionType.Update); } }
public static void ApplyStatChanges(NWPlayer player, NWItem ignoreItem, bool isInitialization = false) { if (!player.IsPlayer) { return; } if (!player.IsInitializedAsPlayer) { return; } if (player.GetLocalInt("IS_SHIP") == 1) { return; } // Don't fire for ammo as it reapplies bonuses we **just** removed from blasters. if (ignoreItem != null && (ignoreItem.BaseItemType == BaseItem.Bolt || ignoreItem.BaseItemType == BaseItem.Arrow || ignoreItem.BaseItemType == BaseItem.Bullet)) { return; } Player pcEntity = DataService.Player.GetByID(player.GlobalID); List <PCSkill> skills = DataService.PCSkill .GetAllByPlayerID(player.GlobalID) .Where(x => x.Rank > 0).ToList(); EffectiveItemStats itemBonuses = GetPlayerItemEffectiveStats(player, ignoreItem); float strBonus = 0.0f; float dexBonus = 0.0f; float conBonus = 0.0f; float intBonus = 0.0f; float wisBonus = 0.0f; float chaBonus = 0.0f; foreach (PCSkill pcSkill in skills) { Skill skill = DataService.Skill.GetByID(pcSkill.SkillID); CustomAttribute primary = (CustomAttribute)skill.Primary; CustomAttribute secondary = (CustomAttribute)skill.Secondary; CustomAttribute tertiary = (CustomAttribute)skill.Tertiary; // Primary Bonuses if (primary == CustomAttribute.STR) { strBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.DEX) { dexBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CON) { conBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.INT) { intBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.WIS) { wisBonus += PrimaryIncrease * pcSkill.Rank; } else if (primary == CustomAttribute.CHA) { chaBonus += PrimaryIncrease * pcSkill.Rank; } // Secondary Bonuses if (secondary == CustomAttribute.STR) { strBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.DEX) { dexBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CON) { conBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.INT) { intBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.WIS) { wisBonus += SecondaryIncrease * pcSkill.Rank; } else if (secondary == CustomAttribute.CHA) { chaBonus += SecondaryIncrease * pcSkill.Rank; } // Tertiary Bonuses if (tertiary == CustomAttribute.STR) { strBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.DEX) { dexBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CON) { conBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.INT) { intBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.WIS) { wisBonus += TertiaryIncrease * pcSkill.Rank; } else if (tertiary == CustomAttribute.CHA) { chaBonus += TertiaryIncrease * pcSkill.Rank; } } // Check caps. if (strBonus > MaxAttributeBonus) { strBonus = MaxAttributeBonus; } if (dexBonus > MaxAttributeBonus) { dexBonus = MaxAttributeBonus; } if (conBonus > MaxAttributeBonus) { conBonus = MaxAttributeBonus; } if (intBonus > MaxAttributeBonus) { intBonus = MaxAttributeBonus; } if (wisBonus > MaxAttributeBonus) { wisBonus = MaxAttributeBonus; } if (chaBonus > MaxAttributeBonus) { chaBonus = MaxAttributeBonus; } // Apply item bonuses strBonus += itemBonuses.Strength; dexBonus += itemBonuses.Dexterity; conBonus += itemBonuses.Constitution; wisBonus += itemBonuses.Wisdom; intBonus += itemBonuses.Intelligence; chaBonus += itemBonuses.Charisma; // Check final caps if (strBonus > 55) { strBonus = 55; } if (dexBonus > 55) { dexBonus = 55; } if (conBonus > 55) { conBonus = 55; } if (intBonus > 55) { intBonus = 55; } if (wisBonus > 55) { wisBonus = 55; } if (chaBonus > 55) { chaBonus = 55; } // Apply attributes NWNXCreature.SetRawAbilityScore(player, AbilityType.Strength, (int)strBonus + pcEntity.STRBase); NWNXCreature.SetRawAbilityScore(player, AbilityType.Dexterity, (int)dexBonus + pcEntity.DEXBase); NWNXCreature.SetRawAbilityScore(player, AbilityType.Constitution, (int)conBonus + pcEntity.CONBase); NWNXCreature.SetRawAbilityScore(player, AbilityType.Intelligence, (int)intBonus + pcEntity.INTBase); NWNXCreature.SetRawAbilityScore(player, AbilityType.Wisdom, (int)wisBonus + pcEntity.WISBase); NWNXCreature.SetRawAbilityScore(player, AbilityType.Charisma, (int)chaBonus + pcEntity.CHABase); // Apply AC int ac = EffectiveArmorClass(player, ignoreItem, itemBonuses); NWNXCreature.SetBaseAC(player, ac); // Apply BAB int bab = CalculateBAB(player, ignoreItem, itemBonuses); NWNXCreature.SetBaseAttackBonus(player, bab); // Apply HP int hp = EffectiveMaxHitPoints(player, itemBonuses); for (int level = 1; level <= 5; level++) { hp--; NWNXCreature.SetMaxHitPointsByLevel(player, level, 1); } for (int level = 1; level <= 5; level++) { if (hp >= 255) // Levels can only contain a max of 255 HP { NWNXCreature.SetMaxHitPointsByLevel(player, level, 255); hp = hp - 254; } else // Remaining value gets set to the level. (<255 hp) { NWNXCreature.SetMaxHitPointsByLevel(player, level, hp + 1); break; } } if (player.CurrentHP > player.MaxHP) { int amount = player.CurrentHP - player.MaxHP; var damage = _.EffectDamage(amount); _.ApplyEffectToObject(DurationType.Instant, damage, player.Object); } // Apply FP pcEntity.MaxFP = EffectiveMaxFP(player, itemBonuses); if (isInitialization) { pcEntity.CurrentFP = pcEntity.MaxFP; } DataService.SubmitDataChange(pcEntity, DatabaseActionType.Update); // Attempt a refresh of the character sheet UI in a second. _.DelayCommand(1.0f, () => { NWNXPlayer.UpdateCharacterSheet(player); }); }