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) } }; 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 HandleDamageImmunity() { DamageEventData data = NWNXDamage.GetDamageEventData(); if (data.Total <= 0) { return; } NWCreature target = NWGameObject.OBJECT_SELF; NWItem shield = target.LeftHand; var concentrationEffect = AbilityService.GetActiveConcentrationEffect(target); double reduction = 0.0f; // Shield damage reduction and absorb energy are calculated here. They don't stack, so the one // with the highest reduction will take precedence. // Calculate shield damage reduction. if (ItemService.ShieldBaseItemTypes.Contains(shield.BaseItemType)) { // Apply damage scaling based on shield presence int perkLevel = PerkService.GetCreaturePerkLevel(target.Object, PerkType.ShieldProficiency); float perkBonus = 0.02f * perkLevel; // DI = 10% + 1% / 3 AC bonuses on the shield + 2% per perk bonus. reduction = (0.1 + 0.01 * shield.AC / 3) + perkBonus; } // Calculate Absorb Energy concentration effect reduction. if (concentrationEffect.Type == PerkType.AbsorbEnergy) { double perkReduction = concentrationEffect.Tier * 0.1; if (perkReduction > reduction) { reduction = perkReduction; // Calculate and award force XP based on total damage reduced. int xp = (int)(data.Total * reduction * 3); if (xp < 5) { xp = 5; } SkillService.GiveSkillXP(target.Object, SkillType.ForceControl, xp); // Play a visual effect signifying the ability was activated. _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_BLUR), target, 0.5f); } } // No reduction found. Bail out early. if (reduction <= 0.0f) { return; } target.SendMessage("Damage reduced by " + (int)(reduction * 100) + "%"); reduction = 1.0f - reduction; data.Bludgeoning = (int)(data.Bludgeoning * reduction); data.Pierce = (int)(data.Pierce * reduction); data.Slash = (int)(data.Slash * reduction); data.Magical = (int)(data.Magical * reduction); data.Acid = (int)(data.Acid * reduction); data.Cold = (int)(data.Cold * reduction); data.Divine = (int)(data.Divine * reduction); data.Electrical = (int)(data.Electrical * reduction); data.Fire = (int)(data.Fire * reduction); data.Negative = (int)(data.Negative * reduction); data.Positive = (int)(data.Positive * reduction); data.Sonic = (int)(data.Sonic * reduction); data.Base = (int)(data.Base * reduction); NWNXDamage.SetDamageEventData(data); }