private string AddOtherProperties(Unit unit) { string props = string.Empty; int num = 0; //procs //spawning num = (int)unit.GetStat("proc_chance_on_got_killed", "Spawning"); if (num > 0) props += "Spawns additional monsters of its type when killed<br />"; //cascading num = (int)unit.GetStat("proc_chance_on_got_killed", "Cascade"); if (num > 0) props += num + "% chance to spawn two smaller clones when killed<br />"; //teleporting num = (int)unit.GetStat("proc_chance_on_got_hit", "Teleport"); if (num > 0) props += num + "% chance to teleport when hit<br />"; //bug hive num = (int)unit.GetStat("proc_chance_on_got_hit", "BugHive"); if (num > 0) props += num + "% chance to release a Bug Hive when hit<br />"; //skills //regenerating (specific hp replenish doesn't seem to do anything) num = (int)unit.GetStat("skill_level", "Monster_Affix_Healing"); if (num > 0) props += "Can fully heal when below 25% health, with a cooldown of 30 seconds<br />"; //fire "field" (nova) (not sure what eventparam is for) num = (int)unit.GetStat("skill_level", "Monster_Affix_Field_Fire"); if (num > 0) props += "Constant Fire Nova that does (" + ((10 + 5 * num) / 100.0) + " * mlevel_damage) in a 5m radius<br />"; //fire effect on death num = (int)unit.GetStat("skill_level", "Monster_Affix_FireDeath"); if (num > 0) props += "When killed, causes a fire field that does (" + ((5 + 5 * num) / 100.0) + " * mlevel_damage) damage in a 10m radius for 5 seconds<br />"; //physical "field" (nova) (not sure what eventparam is for) num = (int)unit.GetStat("skill_level", "Monster_Affix_Field_Physical"); if (num > 0) props += "Constant Physical Nova that does (" + ((10 + 5 * num) / 100.0) + " * mlevel_damage) in a 5m radius<br />"; //physical effect on death num = (int)unit.GetStat("skill_level", "Monster_Affix_PhysicalDeath"); if (num > 0) props += "When killed, causes a physical field that does (" + ((5 + 5 * num) / 100.0) + " * mlevel_damage) damage in a 10m radius for 5 seconds<br />"; //electric "field" (nova) (not sure what eventparam is for) num = (int)unit.GetStat("skill_level", "Monster_Affix_Field_Electric"); if (num > 0) props += "Constant Electric Nova that does (" + ((10 + 5 * num) / 100.0) + " * mlevel_damage) in a 5m radius<br />"; //electric effect on death num = (int)unit.GetStat("skill_level", "Monster_Affix_ElectricDeath"); if (num > 0) props += "When killed, causes an electric field that does (" + ((5 + 5 * num) / 100.0) + " * mlevel_damage) damage in a 10m radius for 5 seconds<br />"; //spectral "field" (nova) (not sure what eventparam is for) num = (int)unit.GetStat("skill_level", "Monster_Affix_Field_Spectral"); if (num > 0) props += "Constant Spectral Nova that does (" + ((10 + 5 * num) / 100.0) + " * mlevel_damage) in a 5m radius<br />"; //spectral effect on death num = (int)unit.GetStat("skill_level", "Monster_Affix_SpectralDeath"); if (num > 0) props += "When killed, causes a spectral field that does (" + ((5 + 5 * num) / 100.0) + " * mlevel_damage) damage in a 10m radius for 5 seconds<br />"; //toxic "field" (nova) (not sure what eventparam is for) num = (int)unit.GetStat("skill_level", "Monster_Affix_Field_Toxic"); if (num > 0) props += "Constant Toxic Nova that does (" + ((10 + 5 * num) / 100.0) + " * mlevel_damage) in a 5m radius<br />"; //toxic effect on death num = (int)unit.GetStat("skill_level", "Monster_Affix_ToxicDeath"); if (num > 0) props += "When killed, causes a toxic field that does (" + ((5 + 5 * num) / 100.0) + " * mlevel_damage) damage in a 10m radius for 5 seconds<br />"; return props; }
private string GetDamage(DataRow item,Unit unit) { if (string.IsNullOrEmpty(item["minBaseDmg"].ToString())) return string.Empty; //var unit = new Item(); var evaluator = new Evaluator { Unit = unit, Manager = Manager, Game3 = new Game3() }; //var level = !string.IsNullOrEmpty(item["fixedLevel"].ToString()) ? Int32.Parse(item["fixedLevel"].ToString().Replace(";", "")) : (int)item["level"]; //if (item["itemQuality"].ToString() == "12") level = 63; //manually correct mythic (although it seems to use a different ilvl anyway) var dmgMin = Int32.Parse(item["minBaseDmg"].ToString().Replace(";", "")); var dmgMax = Int32.Parse(item["maxBaseDmg"].ToString().Replace(";", "")); var dmgIncrement = (int) item["dmgIncrement"]; var radialIncrement = (int) item["radialDmgIncrement"]; var fieldIncrement = (int) item["fieldDmgIncrement"]; //var dotIncrement = (int) item["dotDmgIncrement"]; // doesnt seem to be used //custom stuff for beam and hive damage (temporary until the type stuff is redone) //beam - direct damage of any element, or HARP bool isBeam = item["unitType_string"].ToString().Contains("beam") || item["unitType_string"].ToString().Contains("harp"); //hive - any hive/funky bug thing weapon, used for eel (direct) and swarm (splash, never used) bool isHive = item["unitType_string"].ToString().Contains("hive") || item["unitType_string"].ToString().Contains("cabalist_bug2h_achiev"); unit.SetStat("isBeam", isBeam ? 1 : 0); unit.SetStat("isHive", isHive ? 1 : 0); unit.SetStat("damage_min", dmgMin); unit.SetStat("damage_max", dmgMax); //unit.SetStat("level", level); unit.SetStat("dmg_increment", dmgIncrement); unit.SetStat("radial_increment", radialIncrement); unit.SetStat("field_increment", fieldIncrement); var scripts = item["props1"].ToString() + item["props2"] + item["props3"] + item["props4"] + item["props5"]; evaluator.Evaluate(scripts); var builder = new StringBuilder(); var values = unit.GetStat("dmg_fire"); if (!(values is int)) { string fireDmg; if (isBeam) fireDmg = FormatBeamDmg((Dictionary<string, object>)values, "Fire"); else fireDmg = FormatDirectDmg((Dictionary<string, object>)values, "Fire"); builder.Append(fireDmg); } values = unit.GetStat("dmg_spec"); if (!(values is int)) { string fireDmg; if (isBeam) fireDmg = FormatBeamDmg((Dictionary<string, object>)values, "Spectral"); else fireDmg = FormatDirectDmg((Dictionary<string, object>)values, "Spectral"); builder.Append(fireDmg); } values = unit.GetStat("dmg_phys"); if (!(values is int)) { string fireDmg; if (isBeam) fireDmg = FormatBeamDmg((Dictionary<string, object>)values, "Physical"); else fireDmg = FormatDirectDmg((Dictionary<string, object>)values, "Physical"); builder.Append(fireDmg); } values = unit.GetStat("dmg_toxic"); if (!(values is int)) { string fireDmg; if (isBeam) fireDmg = FormatBeamDmg((Dictionary<string, object>)values, "Toxic"); else fireDmg = FormatDirectDmg((Dictionary<string, object>)values, "Toxic"); builder.Append(fireDmg); } values = unit.GetStat("dmg_elec"); if (!(values is int)) { string fireDmg; if (isBeam) fireDmg = FormatBeamDmg((Dictionary<string, object>)values, "Electricity"); else if (isHive) fireDmg = FormatEelDmg((Dictionary<string, object>)values, "Electricity"); //item display says it uses splash, but IT LIES else fireDmg = FormatDirectDmg((Dictionary<string, object>)values, "Electricity"); builder.Append(fireDmg); } values = unit.GetStat("rad_fire"); if (!(values is int)) { var fireDmg = FormatSplashDmg((Dictionary<string, object>)values, "Fire"); builder.Append(fireDmg); } values = unit.GetStat("rad_spec"); if (!(values is int)) { var fireDmg = FormatSplashDmg((Dictionary<string, object>)values, "Spectral"); builder.Append(fireDmg); } values = unit.GetStat("rad_phys"); if (!(values is int)) { var fireDmg = FormatSplashDmg((Dictionary<string, object>)values, "Physical"); builder.Append(fireDmg); } values = unit.GetStat("rad_toxic"); if (!(values is int)) { string fireDmg; if (isHive) fireDmg = FormatSwarmDmg((Dictionary<string, object>)values, "Toxic"); else fireDmg = FormatSplashDmg((Dictionary<string, object>)values, "Toxic"); builder.Append(fireDmg); } values = unit.GetStat("rad_elec"); if (!(values is int)) { string fireDmg; //if (isHive) //fireDmg = FormatEelDmg((Dictionary<string, object>)values, "Electricity"); //else fireDmg = FormatSplashDmg((Dictionary<string, object>)values, "Electricity"); builder.Append(fireDmg); } values = unit.GetStat("field_fire"); if (!(values is int)) { var fireDmg = FormatFieldDmg((Dictionary<string, object>)values, "Fire"); builder.Append(fireDmg); } values = unit.GetStat("field_spec"); if (!(values is int)) { var fireDmg = FormatFieldDmg((Dictionary<string, object>)values, "Spectral"); builder.Append(fireDmg); } values = unit.GetStat("field_phys"); if (!(values is int)) { var fireDmg = FormatFieldDmg((Dictionary<string, object>)values, "Physical"); builder.Append(fireDmg); } values = unit.GetStat("field_toxic"); if (!(values is int)) { var fireDmg = FormatFieldDmg((Dictionary<string, object>)values, "Toxic"); builder.Append(fireDmg); } values = unit.GetStat("field_elec"); if (!(values is int)) { var fireDmg = FormatFieldDmg((Dictionary<string, object>)values, "Electricity"); builder.Append(fireDmg); } values = unit.GetStat("dot_fire"); if (!(values is int)) { var fireDmg = FormatDotDmg((Dictionary<string, object>)values, "Fire"); builder.Append(fireDmg); } values = unit.GetStat("dot_spec"); if (!(values is int)) { var fireDmg = FormatDotDmg((Dictionary<string, object>)values, "Spectral"); builder.Append(fireDmg); } values = unit.GetStat("dot_phys"); if (!(values is int)) { var fireDmg = FormatDotDmg((Dictionary<string, object>)values, "Physical"); builder.Append(fireDmg); } values = unit.GetStat("dot_toxic"); if (!(values is int)) { var fireDmg = FormatDotDmg((Dictionary<string, object>)values, "Toxic"); builder.Append(fireDmg); } values = unit.GetStat("dot_elec"); if (!(values is int)) { var fireDmg = FormatDotDmg((Dictionary<string, object>)values, "Electricity"); builder.Append(fireDmg); } values = unit.GetStat("rad_toxic_hive"); if (!(values is int)) { var fireDmg = FormatSwarmDmg((Dictionary<string, object>)values, "Toxic"); builder.Append(fireDmg); } //if there's no damage to display, it must be a focus item that has power damage if (builder.Length == 0) { DataRow lvlRow = Manager.GetDataTable("ITEM_LEVELS").Rows[(int)unit.GetStat("level")]; builder.Append(string.Format("'''Power''': {0}-{1}", (int)(dmgMin / 100.0 * (int)lvlRow["baseDamageMultiplyer"]), (int)(dmgMax / 100.0 * (int)lvlRow["baseDamageMultiplyer"]) )); } return builder.ToString(); }
private string GetDefence(DataRow item, Unit unit) { //looks like armor and shields can round either way (not sure about sfx atk/def and stuff) int level = (int)unit.GetStat("level");// = !string.IsNullOrEmpty(item["fixedLevel"].ToString()) ? Int32.Parse(item["fixedLevel"].ToString().Replace(";", "")) : (int)item["level"]; var strings = new List<string>(); var armor = (int) item["armor"]; var buffer = (int) Manager.GetDataTable("ITEM_LEVELS").Rows[level]["armor"]; object bonus; if (unit.GetStat("armor_bonus") is int) bonus = 0; else bonus = ((Dictionary<string, object>) unit.GetStat("armor_bonus"))["all"]; if (bonus is Evaluator.Range) { armor = (int)Math.Round(armor * buffer / 100.0); Evaluator.Range range = (Evaluator.Range) bonus + armor; if (range.ToString() != "0") strings.Add(GetImage("armor.png", _height) + " Armor: " + range); } else { armor = (int)Math.Round(armor * buffer / 100.0); if (bonus.ToString() != "0") armor += Convert.ToInt32(bonus); if (armor.ToString() != "0") strings.Add(GetImage("armor.png", _height) + " Armor: " + armor); } var shields = (int)item["shields"]; buffer = (int)Manager.GetDataTable("ITEM_LEVELS").Rows[level]["shields"]; bonus = unit.GetStat("shields_bonus"); if (bonus is Evaluator.Range) { shields = (int)Math.Round(shields * buffer / 100.0); Evaluator.Range range = (Evaluator.Range)bonus + shields; if (range.ToString() != "0") strings.Add(GetImage("shields.png", _height) + " Shields: " + range); } else { shields = (int)Math.Round(shields * buffer / 100.0); if (bonus.ToString() != "0") shields += Convert.ToInt32(bonus); if (shields.ToString() != "0") strings.Add(GetImage("shields.png", _height) + " Shields: " + shields); } return ConcatStrings(strings); }
private IList<string> GetInherentAffixes(DataRow item, Unit baseUnit) { Unit unit = new Item(); unit.SetStat("level", baseUnit.GetStat("level")); //copy the level into a new unit so it won't re-display everything var evaluator = new Evaluator { Unit = unit, Manager = Manager, Game3 = new Game3() }; var scripts = item["props1"].ToString() + item["props2"] + item["props3"] + item["props4"] + item["props5"]; //it might be hidden but it's a fraction that's likely rounded to 0, so it's not worth displaying scripts = scripts.Replace("SetStat673('hp_regen', 1);", "").Replace("SetStat673('power_regen', 1);", ""); //also get rid of any explicit level-setting scripts = RemoveLevelSetters(scripts); //var level = !string.IsNullOrEmpty(item["fixedLevel"].ToString()) ? Int32.Parse(item["fixedLevel"].ToString().Replace(";", "")) : (int)item["level"]; //evaluator.Unit.SetStat("level", level); evaluator.Evaluate(scripts); return ItemDisplay.GetDisplayStrings(evaluator.Unit); }
private string GetFeeds(int itemid, Unit unit) { //Unit unit = new Item(); var evaluator = new Evaluator { Unit = unit, Manager = Manager }; var item = Manager.GetDataTable("ITEMS").Rows[itemid]; var table = Manager.GetDataTable("AFFIXES"); var affixes = item["affix"].ToString(); var scripts = item["perLevelProps1"].ToString(); scripts += item["perLevelProps2"].ToString(); //var level = !string.IsNullOrEmpty(item["fixedLevel"].ToString()) ? Int32.Parse(item["fixedLevel"].ToString().Replace(";", "")) : (int)item["level"]; //evaluator.Unit.SetStat("level", level); string[] split = affixes.Split(','); foreach (var i in split) { var affix = int.Parse(i); if (affix == -1) break; // no more affixes var script = table.Rows[affix]["property1"].ToString(); script += table.Rows[affix]["property2"].ToString(); script += table.Rows[affix]["property3"].ToString(); script += table.Rows[affix]["property4"].ToString(); script += table.Rows[affix]["property5"].ToString(); script += table.Rows[affix]["property6"].ToString(); script = RemoveLevelSetters(script); if (String.IsNullOrEmpty(script)) continue; // no affix script evaluator.Evaluate(script); } if (scripts != string.Empty) evaluator.Evaluate(scripts); var strings = new List<string>(); string feed = string.Empty; var accuracy = unit.GetStat("accuracy_feed"); if ((accuracy is double && (double)accuracy != 0) || accuracy is string || accuracy is Evaluator.Range) { feed = ItemDisplay.FormatFeed(accuracy); strings.Add(feed + " Acc"); } var strength = unit.GetStat("strength_feed"); if ((strength is double && (double)strength != 0) || strength is string || strength is Evaluator.Range) { feed = ItemDisplay.FormatFeed(strength); strings.Add(feed + " Str"); } var stamina = unit.GetStat("stamina_feed"); if ((stamina is double && (double)stamina != 0) || stamina is string || stamina is Evaluator.Range) { feed = ItemDisplay.FormatFeed(stamina); strings.Add(feed + " Stam"); } var willpower = unit.GetStat("willpower_feed"); if ((willpower is double && (double)willpower != 0) || willpower is string || willpower is Evaluator.Range) { feed = ItemDisplay.FormatFeed(willpower); strings.Add(feed + " Will"); } if (strings.Count == 0) return string.Empty; return "<div class=\"simple_line\"></div><div class=\"item_feed\">" + GetCSVString(strings) + "</div>"; }
public static string[] GetFeedCosts(Unit unit) { var strings = new List<string>(); string feed = string.Empty; var accuracy = unit.GetStat("accuracy_feed"); if ((accuracy is double && (double)accuracy != 0) || accuracy is string || accuracy is Evaluator.Range) { feed = FormatFeed(accuracy); strings.Add(feed + " Acc"); } var strength = unit.GetStat("strength_feed"); if ((strength is double && (double)strength != 0) || strength is string || strength is Evaluator.Range) { feed = FormatFeed(strength); strings.Add(feed + " Str"); } var stamina = unit.GetStat("stamina_feed"); if ((stamina is double && (double)stamina != 0) || stamina is string || stamina is Evaluator.Range) { feed = FormatFeed(stamina); strings.Add(feed + " Stam"); } var willpower = unit.GetStat("willpower_feed"); if ((willpower is double && (double)willpower != 0) || willpower is string || willpower is Evaluator.Range) { feed = FormatFeed(willpower); strings.Add(feed + " Will"); } return strings.ToArray(); }
internal static string[] GetModSlots(Unit unit) { var strings = new List<string>(); var itemSlots = unit.GetStat("item_slots"); if (itemSlots is int) return strings.ToArray(); foreach (var slot in (Dictionary<string, object>) itemSlots) { switch (slot.Key) { case "fuel": strings.Add(WikiScript.GetImage("fuel", 15) + " " + slot.Value); break; case "relic": strings.Add(WikiScript.GetImage("relic", 15) + " " + slot.Value); break; case "tech": strings.Add(WikiScript.GetImage("tech", 15) + " " + slot.Value); break; case "battery": strings.Add(WikiScript.GetImage("battery", 15) + " " + slot.Value); break; case "ammo": strings.Add(WikiScript.GetImage("ammo", 15) + " " + slot.Value); break; case "rockets": strings.Add(WikiScript.GetImage("rocket", 15) + " " + slot.Value); break; default: throw new Exception("Unknown mod slot: " + slot.Key); } } return strings.ToArray(); }
public static string GetSkillBonus(Unit unit) { string bonus = unit.GetStat("skill_bonus").ToString(); if (String.Compare(bonus, "0") == 0) return string.Empty; return bonus; }