예제 #1
0
        private static void HandleFPRegenerationTick(NWPlayer oPC, Data.Entity.Player entity)
        {
            entity.CurrentFPTick = entity.CurrentFPTick - 1;
            int rate   = 20;
            int amount = 1;

            if (entity.CurrentFPTick <= 0)
            {
                if (entity.CurrentFP < entity.MaxFP)
                {
                    var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(oPC);
                    // CHA bonus
                    int cha = oPC.CharismaModifier;
                    if (cha > 0)
                    {
                        amount += cha;
                    }
                    amount += effectiveStats.FPRegen;

                    if (oPC.Chest.CustomItemType == CustomItemType.ForceArmor)
                    {
                        int clarityLevel = PerkService.GetPCPerkLevel(oPC, PerkType.Clarity);
                        if (clarityLevel > 0)
                        {
                            amount += clarityLevel + 1;
                        }
                    }

                    entity = AbilityService.RestoreFP(oPC, amount, entity);
                }

                entity.CurrentFPTick = rate;
            }
        }
예제 #2
0
        private static void HandleAbsorptionFieldEffect()
        {
            DamageEventData data = NWNXDamage.GetDamageEventData();

            if (data.Total <= 0)
            {
                return;
            }
            NWObject target = Object.OBJECT_SELF;

            if (!target.IsPlayer)
            {
                return;
            }

            NWPlayer player      = target.Object;
            int      effectLevel = CustomEffectService.GetCustomEffectLevel(player, CustomEffectType.AbsorptionField);

            if (effectLevel <= 0)
            {
                return;
            }

            // Remove effect if player activates ability and removes the armor.
            if (player.Chest.CustomItemType != CustomItemType.ForceArmor)
            {
                CustomEffectService.RemovePCCustomEffect(player, CustomEffectType.AbsorptionField);
            }

            float absorptionRate = effectLevel * 0.1f;
            int   absorbed       = (int)(data.Total * absorptionRate);

            if (absorbed < 1)
            {
                absorbed = 1;
            }

            AbilityService.RestoreFP(player, absorbed);
        }
예제 #3
0
        private static void HandleBattlemagePerk()
        {
            DamageEventData data = NWNXDamage.GetDamageEventData();

            if (data.Base <= 0)
            {
                return;
            }

            NWObject target = Object.OBJECT_SELF;

            if (!data.Damager.IsPlayer || !target.IsNPC)
            {
                return;
            }
            if (_.GetHasFeat((int)CustomFeatType.Battlemage, data.Damager.Object) == FALSE)
            {
                return;
            }

            NWPlayer player = data.Damager.Object;
            NWItem   weapon = _.GetLastWeaponUsed(player.Object);

            if (weapon.CustomItemType != CustomItemType.Baton)
            {
                return;
            }
            if (player.Chest.CustomItemType != CustomItemType.ForceArmor)
            {
                return;
            }

            int perkRank = PerkService.GetPCPerkLevel(player, PerkType.Battlemage);

            int  restoreAmount = 0;
            bool metRoll       = RandomService.Random(100) + 1 <= 50;

            switch (perkRank)
            {
            case 1 when metRoll:
                restoreAmount = 1;
                break;

            case 2:
                restoreAmount = 1;
                break;

            case 3:
                restoreAmount = 1;
                if (metRoll)
                {
                    restoreAmount++;
                }
                break;

            case 4:
                restoreAmount = 2;
                break;

            case 5:
                restoreAmount = 2;
                if (metRoll)
                {
                    restoreAmount++;
                }
                break;

            case 6:
                restoreAmount = 3;
                break;
            }

            if (restoreAmount > 0)
            {
                AbilityService.RestoreFP(player, restoreAmount);
            }
        }