Пример #1
0
        // TODO: Migrate this into seperate class accessible to climbingMotor and HangingMotor
        /// <summary>
        /// See if the player can pass a climbing skill check
        /// </summary>
        /// <returns>true if player passed climbing skill check</returns>
        public bool ClimbingSkillCheck(int basePercentSuccess)
        {
            player.TallySkill(DFCareer.Skills.Climbing, 1);

            if (overrideSkillCheck)
            {
                return(true);
            }

            int percentSuccess = FormulaHelper.CalculateClimbingChance(player, basePercentSuccess);

            if (Dice100.FailedRoll(percentSuccess))
            {
                // Don't allow skill check to break climbing while swimming
                // Water makes it easier to climb
                var playerPos     = controller.transform.position.y + (76 * MeshReader.GlobalScale) - 0.95f;
                var playerFootPos = playerPos - (controller.height / 2) - 1.20f; // to prevent player from failing to climb out of water
                var waterPos      = playerEnterExit.blockWaterLevel * -1 * MeshReader.GlobalScale;
                if (playerFootPos >= waterPos)                                   // prevent fail underwater
                {
                    return(false);
                }
            }
            return(true);
        }
Пример #2
0
        private void AttemptAvoid()
        {
            int playerSkillRunning = playerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.Running);
            int playerSkillStealth = playerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.Stealth);

            int successChance = Mathf.Max(playerSkillRunning, playerSkillStealth);

            successChance = successChance * maxSuccessChance / 100;

            DaggerfallMessageBox mb = new DaggerfallMessageBox(DaggerfallUI.Instance.UserInterfaceManager);

            mb.SetText("You approach a hostile encounter. Attempt to avoid it?");
            mb.AddButton(DaggerfallMessageBox.MessageBoxButtons.Yes, true);
            mb.AddButton(DaggerfallMessageBox.MessageBoxButtons.No);
            mb.ParentPanel.BackgroundColor = Color.clear;

            mb.OnButtonClick += (_sender, button) =>
            {
                _sender.CloseWindow();
                if (button == DaggerfallMessageBox.MessageBoxButtons.Yes)
                {
                    if (Dice100.SuccessRoll(successChance))
                    {
                        delayCombat     = true;
                        delayCombatTime = DaggerfallUnity.Instance.WorldTime.Now.ToClassicDaggerfallTime() + 10;
                        StartFastTravel(destinationSummary);
                    }
                    else
                    {
                        DaggerfallUI.MessageBox("You failed to avoid the encounter!");
                    }
                }
            };
            mb.Show();
        }
Пример #3
0
    private static void KillAll(bool all = true)
    {
        DaggerfallEntityBehaviour[] entityBehaviours = FindObjectsOfType <DaggerfallEntityBehaviour>();
        int length = entityBehaviours.Length;
        int killed = 0;
        int mobs   = 0;
        int luck   = playerEntity.Stats.LiveLuck / 4;

        for (int i = 0; i < length; i++)
        {
            DaggerfallEntityBehaviour entityBehaviour = entityBehaviours[i];
            if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
            {
                mobs++;
                if (all)
                {
                    killed++;
                    entityBehaviour.Entity.SetHealth(0);
                }
                else if (Dice100.SuccessRoll(luck))
                {
                    killed++;
                    entityBehaviour.Entity.SetHealth(0);
                }
            }
        }
        horrorWakeup = true;
        playerEntity.CurrentHealth  = playerEntity.MaxHealth;
        playerEntity.CurrentFatigue = playerEntity.MaxFatigue;
        playerEntity.CurrentMagicka = playerEntity.MaxMagicka;
        DaggerfallUI.Instance.FadeBehaviour.FadeHUDFromBlack();
    }
        private static void PercentManaRegenRealtime()
        {
            if (FixedUpdateCounter >= 80) // 50 FixedUpdates is approximately equal to 1 second since each FixedUpdate happens every 0.02 seconds, that's what Unity docs say at least.
            {
                FixedUpdateCounter = 0;

                float playerWillMod = (Mathf.Pow(1.019f, player.Stats.LiveWillpower) - 1) * RegenAmountModifier;
                //float playerWillMod = player.Stats.LiveWillpower * 0.05f * RegenAmountModifier;

                if (GameManager.Instance.PlayerEffectManager.HasVampirism() && !(GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect() as VampirismEffect).IsSatiated()) // If player is a vampire and currently does NOT have their thirst sated, they will regen magic much slower.
                {
                    playerWillMod *= 0.2f;                                                                                                                                            // Vampires with unsated thirst will only regen mana at 20% of their normal amount.
                }
                if (GameManager.Instance.PlayerEffectManager.HasReadySpell || player.CurrentMagicka >= player.MaxMagicka)                                                             // Don't allow regen "tick" to occur while player has spell ready to fire, nor if they currently have full mana.
                {
                    return;
                }

                ManaCounter += playerWillMod;
                if (Dice100.SuccessRoll((int)Mathf.Floor(player.Stats.LiveLuck / 2)))
                {
                    ManaCounter *= 1.3f;
                }

                if (ManaCounter >= 1)
                {
                    int quotient = (int)Math.Truncate(ManaCounter);

                    player.IncreaseMagicka(Mathf.Max((int)Mathf.Round(player.MaxMagicka * (quotient / 100f)), 1));
                    //Debug.LogFormat("Basic Magic Regen, Just Increased Your Mana By {0} Points. Remainder Is {1}", Mathf.Max((int)Mathf.Round(player.MaxMagicka * (quotient / 100f)), 1), ManaCounter - quotient);
                    ManaCounter -= quotient;
                }
            }
        }
Пример #5
0
 /// <summary>
 /// Randomly add a potion
 /// </summary>
 public static void RandomlyAddPotion(int chance, ItemCollection collection)
 {
     if (Dice100.SuccessRoll(chance))
     {
         collection.AddItem(ItemBuilder.CreateRandomPotion());
     }
 }
        public void AttemptBash(bool byPlayer)
        {
            if (!IsOpen)
            {
                // Play bash sound if flagged and ready
                if (PlaySounds && BashSound > 0 && audioSource)
                {
                    DaggerfallAudioSource dfAudioSource = GetComponent <DaggerfallAudioSource>();
                    if (dfAudioSource != null)
                    {
                        dfAudioSource.PlayOneShot(BashSound);
                    }
                }

                // Cannot bash magically held doors
                if (!IsMagicallyHeld)
                {
                    // Roll for chance to open
                    int chance = 20 - CurrentLockValue;
                    if (Dice100.SuccessRoll(chance))
                    {
                        CurrentLockValue = 0;
                        ToggleDoor(true);
                    }
                }

                if (byPlayer && Game.GameManager.Instance.PlayerEnterExit.IsPlayerInsideDungeonCastle)
                {
                    Game.GameManager.Instance.MakeEnemiesHostile();
                }
            }
        }
Пример #7
0
        private void StealButton_OnMouseClick(BaseScreenComponent sender, Vector2 position)
        {
            if (windowMode == WindowModes.Buy && cost > 0)
            {
                // Calculate the weight of all items picked from shelves, then get chance of shoplifting success.
                int weightAndNumItems   = (int)basketItems.GetWeight() + basketItems.Count;
                int chanceBeingDetected = FormulaHelper.CalculateShopliftingChance(PlayerEntity, null, buildingDiscoveryData.quality, weightAndNumItems);
                PlayerEntity.TallySkill(DFCareer.Skills.Pickpocket, 1);

                if (Dice100.FailedRoll(chanceBeingDetected))
                {
                    DaggerfallUI.AddHUDText(TextManager.Instance.GetText(textDatabase, "stealSuccess"), 2);
                    RaiseOnTradeHandler(basketItems.GetNumItems(), 0);
                    PlayerEntity.Items.TransferAll(basketItems);
                    PlayerEntity.TallyCrimeGuildRequirements(true, 1);
                }
                else
                {   // Register crime and start spawning guards.
                    DaggerfallUI.AddHUDText(TextManager.Instance.GetText(textDatabase, "stealFailure"), 2);
                    RaiseOnTradeHandler(0, 0);
                    PlayerEntity.CrimeCommitted = PlayerEntity.Crimes.Theft;
                    PlayerEntity.SpawnCityGuards(true);
                }
                CloseWindow();
            }
        }
        private void DonationMsgBox_OnGotUserInput(DaggerfallInputMessageBox sender, string input)
        {
            int amount = 0;

            if (int.TryParse(input, out amount))
            {
                if (playerEntity.GetGoldAmount() > amount)
                {
                    // Deduct gold, and apply blessing
                    playerEntity.DeductGoldAmount(amount);
                    int factionId = (int)Temple.GetDivine(buildingFactionId);

                    // Change reputation
                    int rep = Math.Abs(playerEntity.FactionData.GetReputation(factionId));
                    if (Dice100.SuccessRoll(2 * amount / rep + 1))
                    {
                        playerEntity.FactionData.ChangeReputation(factionId, 1); // Does not propagate in classic
                    }
                    // Show thanks message
                    DaggerfallMessageBox messageBox = new DaggerfallMessageBox(uiManager, uiManager.TopWindow);
                    messageBox.SetTextTokens(DaggerfallUnity.Instance.TextProvider.GetRandomTokens(DonationThanksId), this);
                    messageBox.ClickAnywhereToClose = true;
                    messageBox.Show();
                }
                else
                {
                    DaggerfallMessageBox messageBox = new DaggerfallMessageBox(uiManager, uiManager.TopWindow);
                    messageBox.SetTextTokens(DaggerfallUnity.Instance.TextProvider.GetRandomTokens(TooGenerousId), this);
                    messageBox.ClickAnywhereToClose = true;
                    messageBox.Show();
                }
            }
        }
Пример #9
0
        void AttemptAvoidEncounter()
        {
            int successChance = Mathf.Min(GameManager.Instance.PlayerEntity.Stats.LiveLuck + GameManager.Instance.PlayerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.Stealth) - 50, maxAvoidChance);

            if (Dice100.SuccessRoll(successChance))
            {
                Debug.LogWarning("Avoided enemies enountered during travel, chance: " + successChance);
                ignoreEncounters     = true;
                ignoreEncountersTime = (uint)Time.unscaledTime + 15;
                if (DestinationName != null)
                {
                    BeginTravel();
                }
                else
                {
                    FollowPath();
                }

                travelControlUI.ShowMessage(MsgAvoidSuccess);
            }
            else
            {
                Debug.Log("Failed to avoid enemies enountered during travel, chance: " + successChance);
                DaggerfallUI.MessageBox(MsgAvoidFail);
            }
        }
Пример #10
0
 static void RandomIngredient(float chance, ItemGroups ingredientGroup, List <DaggerfallUnityItem> targetItems)
 {
     while (Dice100.SuccessRoll((int)chance))
     {
         targetItems.Add(ItemBuilder.CreateRandomIngredient(ingredientGroup));
         chance *= 0.5f;
     }
 }
Пример #11
0
 /// <summary>
 /// Randomly add a map
 /// </summary>
 public static void RandomlyAddMap(int chance, ItemCollection collection)
 {
     if (Dice100.SuccessRoll(chance))
     {
         DaggerfallUnityItem map = new DaggerfallUnityItem(ItemGroups.MiscItems, 8);
         collection.AddItem(map);
     }
 }
Пример #12
0
        static Weapons RandomBigWeapon()
        {
            Weapons weapon = (Weapons)UnityEngine.Random.Range((int)Weapons.Claymore, (int)Weapons.War_Axe + 1);

            if (weapon == Weapons.Dai_Katana && Dice100.SuccessRoll(95))
            {
                weapon = Weapons.Claymore;  // Dai-katana's are really rare.
            }
            return(weapon);
        }
Пример #13
0
 /// <summary>
 /// Randomly add a potion recipe
 /// </summary>
 public static void RandomlyAddPotionRecipe(int chance, ItemCollection collection)
 {
     if (Dice100.SuccessRoll(chance))
     {
         DaggerfallUnityItem potionRecipe = new DaggerfallUnityItem(ItemGroups.MiscItems, 4);
         byte recipe = (byte)Random.Range(0, 20);
         potionRecipe.typeDependentData = recipe;
         collection.AddItem(potionRecipe);
     }
 }
Пример #14
0
 static Weapons RandomShortblade()
 {
     if (Dice100.SuccessRoll(95))
     {
         return(CoinFlip() ? Weapons.Dagger : Weapons.Shortsword);
     }
     else
     {
         return((Weapons)UnityEngine.Random.Range((int)Weapons.Dagger, (int)Weapons.Wakazashi + 1));
     }
 }
Пример #15
0
        public bool StealthCheck()
        {
            if (GameManager.Instance.PlayerEnterExit.IsPlayerInsideDungeonCastle && !motor.IsHostile)
            {
                return(false);
            }

            if (!wouldBeSpawnedInClassic)
            {
                return(false);
            }

            if (distanceToTarget > 1024 * MeshReader.GlobalScale)
            {
                return(false);
            }

            uint gameMinutes = DaggerfallUnity.Instance.WorldTime.DaggerfallDateTime.ToClassicDaggerfallTime();

            if (gameMinutes == timeOfLastStealthCheck)
            {
                return(detectedTarget);
            }

            if (target == Player)
            {
                PlayerMotor playerMotor = GameManager.Instance.PlayerMotor;
                if (playerMotor.IsMovingLessThanHalfSpeed)
                {
                    if ((gameMinutes & 1) == 1)
                    {
                        return(detectedTarget);
                    }
                }
                else if (hasEncounteredPlayer)
                {
                    return(true);
                }

                PlayerEntity player = GameManager.Instance.PlayerEntity;
                if (player.TimeOfLastStealthCheck != gameMinutes)
                {
                    player.TallySkill(DFCareer.Skills.Stealth, 1);
                    player.TimeOfLastStealthCheck = gameMinutes;
                }
            }

            timeOfLastStealthCheck = gameMinutes;

            int stealthChance = 2 * ((int)(distanceToTarget / MeshReader.GlobalScale) * target.Entity.Skills.GetLiveSkillValue(DFCareer.Skills.Stealth) >> 10);

            return(Dice100.FailedRoll(stealthChance));
        }
Пример #16
0
        public void AttemptLockpicking()
        {
            if (IsMoving)
            {
                return;
            }

            PlayerEntity player = Game.GameManager.Instance.PlayerEntity;

            // If player fails at their current lockpicking skill level, they can't try again
            if (FailedSkillLevel == player.Skills.GetLiveSkillValue(DFCareer.Skills.Lockpicking))
            {
                return;
            }

            if (!IsMagicallyHeld)
            {
                int chance = 0;
                int lockpickSuccessCheck = 0;
                chance = FormulaHelper.CalculateInteriorLockpickingChance(player.Level, CurrentLockValue, player.Skills.GetLiveSkillValue(DFCareer.Skills.Lockpicking));

                if (Dice100.FailedRoll(chance))
                {
                    player.TallySkill(DFCareer.Skills.Lockpicking, 1, lockpickSuccessCheck);

                    Game.DaggerfallUI.Instance.PopupMessage(TextManager.Instance.GetLocalizedText("lockpickingFailure"));
                    FailedSkillLevel = player.Skills.GetLiveSkillValue(DFCareer.Skills.Lockpicking);
                }
                else
                {
                    lockpickSuccessCheck = 1;
                    player.TallySkill(DFCareer.Skills.Lockpicking, 1, lockpickSuccessCheck, CurrentLockValue);

                    Game.DaggerfallUI.Instance.PopupMessage(TextManager.Instance.GetLocalizedText("lockpickingSuccess"));
                    CurrentLockValue = 0;

                    if (PlaySounds && PickedLockSound > 0 && audioSource)
                    {
                        DaggerfallAudioSource dfAudioSource = GetComponent <DaggerfallAudioSource>();
                        if (dfAudioSource != null)
                        {
                            dfAudioSource.PlayOneShot(PickedLockSound);
                        }
                    }
                    ToggleDoor(true);
                }
            }
            else
            {
                Game.DaggerfallUI.Instance.PopupMessage(TextManager.Instance.GetLocalizedText("lockpickingFailure"));
            }
        }
Пример #17
0
 /// <summary>
 /// Randomly add a potion
 /// </summary>
 public static void RandomlyAddPotionRecipe(int chance, ItemCollection collection)
 {
     if (Dice100.SuccessRoll(chance))
     {
         List <int>          recipeKeys   = GameManager.Instance.EntityEffectBroker.GetPotionRecipeKeys();
         int                 recipeIdx    = UnityEngine.Random.Range(0, recipeKeys.Count);
         DaggerfallUnityItem potionRecipe = new DaggerfallUnityItem(ItemGroups.MiscItems, 4)
         {
             PotionRecipeKey = recipeKeys[recipeIdx]
         };
         collection.AddItem(potionRecipe);
     }
 }
Пример #18
0
 /// <summary>
 /// Randomly add a potion recipe
 /// </summary>
 public static void RandomlyAddPotionRecipe(int chance, ItemCollection collection)
 {
     if (Dice100.SuccessRoll(chance))
     {
         int recipeIdx = Random.Range(0, PotionRecipe.classicRecipeKeys.Length);
         int recipeKey = PotionRecipe.classicRecipeKeys[recipeIdx];
         DaggerfallUnityItem potionRecipe = new DaggerfallUnityItem(ItemGroups.MiscItems, 4)
         {
             PotionRecipeKey = recipeKey
         };
         collection.AddItem(potionRecipe);
     }
 }
Пример #19
0
 // Capture this message so we can play pain voice
 public void RemoveHealth(int amount)
 {
     if (dfAudioSource && DaggerfallUnity.Settings.CombatVoices && Dice100.SuccessRoll(40))
     {
         Entity.PlayerEntity playerEntity = GameManager.Instance.PlayerEntity;
         bool       heavyDamage           = amount >= playerEntity.MaxHealth / 4;
         SoundClips sound = Entity.DaggerfallEntity.GetRaceGenderPainSound(playerEntity.Race, playerEntity.Gender, heavyDamage);
         float      pitch = dfAudioSource.AudioSource.pitch;
         dfAudioSource.AudioSource.pitch = pitch + Random.Range(0, 0.3f);
         dfAudioSource.PlayOneShot((int)sound, 0, 1f);
         dfAudioSource.AudioSource.pitch = pitch;
     }
 }
Пример #20
0
        /// <summary>
        /// Performs a chance roll for this effect based on chance settings.
        /// </summary>
        /// <returns>True if chance roll succeeded.</returns>
        public virtual bool RollChance()
        {
            if (!Properties.SupportChance)
            {
                return(false);
            }

            bool outcome = Dice100.SuccessRoll(ChanceValue());

            //Debug.LogFormat("Effect '{0}' has a {1}% chance of succeeding and rolled {2} for a {3}", Key, ChanceValue(), roll, (outcome) ? "success" : "fail");

            return(outcome);
        }
Пример #21
0
        public override void OnWeaponHitEntity(PlayerEntity playerEntity, DaggerfallEntity targetEntity = null)
        {
            const int chanceOfAttackSound = 10;
            const int chanceOfBarkSound   = 20;

            // Check if we killed an innocent and update satiation - do not need to be transformed
            if (KilledInnocent(targetEntity))
            {
                UpdateSatiation();
            }

            // Do nothing further if not transformed
            if (!isTransformed)
            {
                return;
            }

            // Lycanthrope characters emit both attack and bark sounds while attacking
            SoundClips customSound = SoundClips.None;

            if (infectionType == LycanthropyTypes.Werewolf)
            {
                if (Dice100.SuccessRoll(chanceOfAttackSound))
                {
                    customSound = SoundClips.EnemyWerewolfAttack;
                }
                else if (Dice100.SuccessRoll(chanceOfBarkSound))
                {
                    customSound = SoundClips.EnemyWerewolfBark;
                }
            }
            else if (infectionType == LycanthropyTypes.Wereboar)
            {
                if (Dice100.SuccessRoll(chanceOfAttackSound))
                {
                    customSound = SoundClips.EnemyWereboarAttack;
                }
                else if (Dice100.SuccessRoll(chanceOfBarkSound))
                {
                    customSound = SoundClips.EnemyWereboarBark;
                }
            }

            // Play sound through weapon
            FPSWeapon screenWeapon = GameManager.Instance.WeaponManager.ScreenWeapon;

            if (screenWeapon && customSound != SoundClips.None)
            {
                screenWeapon.PlayAttackVoice(customSound);
            }
        }
Пример #22
0
        private static void ShopShelfBurglar(RaycastHit hit)
        {
            PlayerGPS.DiscoveredBuilding buildingData = GameManager.Instance.PlayerEnterExit.BuildingDiscoveryData;
            if (RMBLayout.IsShop(buildingData.buildingType) && !PlayerActivate.IsBuildingOpen(buildingData.buildingType))
            {
                int stealthValue = playerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.Stealth);
                stealthValue -= buildingData.quality * 2;

                if (Dice100.FailedRoll(StealthCalc(stealthValue, false)))
                {
                    burglaryCounter += Mathf.Clamp(UnityEngine.Random.Range(100, 200) - playerEntity.Stats.LiveLuck, 10, 100);
                }
            }
        }
Пример #23
0
        private static WeaponMaterialTypes randomMat()
        {
            WeaponMaterialTypes weaponMaterial = WeaponMaterialTypes.Iron;

            if (GameManager.Instance.PlayerEnterExit.IsPlayerInsideDungeon)
            {
                matRoll = (matRoll - 15) + dungeonQuality();
            }
            else
            {
                matRoll -= UnityEngine.Random.Range(10, 20);
            }
            //increased chance of orcish when in orsinium or an orc stronghold
            if (Dice100.SuccessRoll(luckMod * 2))
            {
                if ((region == (int)DaggerfallRegions.OrsiniumArea || dungeon == (int)DFRegion.DungeonTypes.OrcStronghold) && Dice100.SuccessRoll(luckMod))
                {
                    return(WeaponMaterialTypes.Orcish);
                }
                else
                {
                    matRoll += luckMod * 4;
                }
            }
            if (matRoll > 90)
            {
                if (Dice100.SuccessRoll(luckMod * 3))
                {
                    weaponMaterial = RandomHighTier();
                }
                else
                {
                    weaponMaterial = WeaponMaterialTypes.Dwarven;
                }
            }
            else if (matRoll > 83)
            {
                weaponMaterial = WeaponMaterialTypes.Elven;
            }
            else if (matRoll > 75)
            {
                weaponMaterial = WeaponMaterialTypes.Silver;
            }
            else if (matRoll > 35)
            {
                weaponMaterial = WeaponMaterialTypes.Steel;
            }
            return(weaponMaterial);
        }
Пример #24
0
        public void AttemptBash(bool byPlayer, PlayerEntity player = null, EnemyEntity enemy = null)
        {
            // Play bash sound if flagged and ready
            if (PlaySounds && BashSound > 0 && audioSource)
            {
                DaggerfallAudioSource dfAudioSource = GetComponent <DaggerfallAudioSource>();
                if (dfAudioSource != null)
                {
                    dfAudioSource.PlayOneShot(BashSound);
                }
            }

            if (IsOpen)
            {
                // Bash-close the door
                ToggleDoor(true);
            }
            // Cannot bash magically held doors
            else if (!IsMagicallyHeld)
            {
                int chance = 0;

                if (player != null)
                {
                    chance = Mathf.Clamp(15 + (int)Mathf.Ceil((player.Stats.LiveStrength - 50) / 2.5f) - CurrentLockValue, 1, 100);
                }
                else if (enemy != null)
                {
                    chance = Mathf.Clamp(15 + (int)Mathf.Ceil((enemy.Stats.LiveStrength - 50) / 2.5f) - CurrentLockValue, 1, 100);
                }
                else
                {
                    chance = 20 - CurrentLockValue;
                }

                // Roll for chance to open
                if (Dice100.SuccessRoll(chance))
                {
                    CurrentLockValue = 0;
                    ToggleDoor(true);
                }
            }

            if (byPlayer && Game.GameManager.Instance.PlayerEnterExit.IsPlayerInsideDungeonCastle)
            {
                Game.GameManager.Instance.MakeEnemiesHostile();
            }
        }
        ItemCollection GetMerchantMagicItems(bool onlySoulGems = false)
        {
            PlayerEntity   playerEntity = GameManager.Instance.PlayerEntity;
            ItemCollection items        = new ItemCollection();
            int            numOfItems   = (buildingDiscoveryData.quality / 2) + 1;

            // Seed random from game time to rotate magic stock every 24 game hours
            // This more or less resolves issue of magic item stock not being deterministic every time player opens window
            // Doesn't match classic exactly as classic stocking method unknown, but should be "good enough" for now
            int seed = (int)(DaggerfallUnity.Instance.WorldTime.DaggerfallDateTime.ToClassicDaggerfallTime() / DaggerfallDateTime.MinutesPerDay);

            UnityEngine.Random.InitState(seed);

            if (!onlySoulGems)
            {
                for (int i = 0; i <= numOfItems; i++)
                {
                    // Create magic item which is already identified
                    DaggerfallUnityItem magicItem = ItemBuilder.CreateRandomMagicItem(playerEntity.Level, playerEntity.Gender, playerEntity.Race);
                    magicItem.IdentifyItem();
                    items.AddItem(magicItem);
                }
                items.AddItem(ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Spellbook));
            }

            if (guild.CanAccessService(GuildServices.BuySoulgems))
            {
                for (int i = 0; i <= numOfItems; i++)
                {
                    DaggerfallUnityItem magicItem;
                    if (Dice100.FailedRoll(25))
                    {
                        // Empty soul trap
                        magicItem                 = ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Soul_trap);
                        magicItem.value           = 5000;
                        magicItem.TrappedSoulType = MobileTypes.None;
                    }
                    else
                    {
                        // Filled soul trap
                        magicItem = ItemBuilder.CreateRandomlyFilledSoulTrap();
                    }
                    items.AddItem(magicItem);
                }
            }
            return(items);
        }
Пример #26
0
        public void StockMerchantMagicItems(PlayerGPS.DiscoveredBuilding buildingData, bool onlySoulGems = false)
        {
            stockedDate = CreateStockedDate(DaggerfallUnity.Instance.WorldTime.Now);
            items.Clear();

            int buildingQuality = buildingData.quality;

            Game.Entity.PlayerEntity playerEntity = GameManager.Instance.PlayerEntity;
            int playerLuck = playerEntity.Stats.LiveLuck;
            int numOfItems = (buildingData.quality / 2) + 1;

            if (!onlySoulGems)
            {
                for (int i = 0; i <= numOfItems; i++)
                {
                    // Create magic item which is already identified
                    DaggerfallUnityItem magicItem = ItemBuilder.CreateRandomMagicItem(playerEntity.Gender, playerEntity.Race, -1, buildingQuality, playerLuck);
                    magicItem.IdentifyItem();
                    items.AddItem(magicItem);
                }
                items.AddItem(ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Spellbook));
            }

            if (onlySoulGems)
            {
                numOfItems *= 2;
            }

            for (int i = 0; i <= numOfItems; i++)
            {
                DaggerfallUnityItem magicItem;
                if (Dice100.FailedRoll(25))
                {
                    // Empty soul trap
                    magicItem                 = ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Soul_trap);
                    magicItem.value           = 5000;
                    magicItem.TrappedSoulType = MobileTypes.None;
                }
                else
                {
                    // Filled soul trap
                    magicItem = ItemBuilder.CreateRandomlyFilledSoulTrap();
                }
                items.AddItem(magicItem);
            }
        }
Пример #27
0
        public override void OnWeaponHitEnemy(PlayerEntity playerEntity, EnemyEntity enemyEntity)
        {
            const int chanceOfAttackSound = 10;
            const int chanceOfBarkSound   = 20;

            // Do nothing if not transformed
            if (!isTransformed)
            {
                return;
            }

            // Lycanthrope characters emit both attack and bark sounds while attacking
            SoundClips customSound = SoundClips.None;

            if (infectionType == LycanthropyTypes.Werewolf)
            {
                if (Dice100.SuccessRoll(chanceOfAttackSound))
                {
                    customSound = SoundClips.EnemyWerewolfAttack;
                }
                else if (Dice100.SuccessRoll(chanceOfBarkSound))
                {
                    customSound = SoundClips.EnemyWerewolfBark;
                }
            }
            else if (infectionType == LycanthropyTypes.Wereboar)
            {
                if (Dice100.SuccessRoll(chanceOfAttackSound))
                {
                    customSound = SoundClips.EnemyWereboarAttack;
                }
                else if (Dice100.SuccessRoll(chanceOfBarkSound))
                {
                    customSound = SoundClips.EnemyWereboarBark;
                }
            }

            // Play sound through weapon
            FPSWeapon screenWeapon = GameManager.Instance.WeaponManager.ScreenWeapon;

            if (screenWeapon && customSound != SoundClips.None)
            {
                screenWeapon.PlayAttackVoice(customSound);
            }
        }
Пример #28
0
        public static void TheftItems_OnLootSpawned(object sender, ContainerLootSpawnedEventArgs e)
        {
            if (e.ContainerType == LootContainerTypes.HouseContainers)
            {
                int liveLuck   = playerEntity.Stats.LiveLuck;
                int itemNumber = (liveLuck / 10) - UnityEngine.Random.Range(1, 40);
                while (itemNumber > 0)
                {
                    DaggerfallUnityItem item = BurglaryLoot();
                    e.Loot.AddItem(item);
                    itemNumber--;
                    itemNumber--;
                }

                if (Dice100.SuccessRoll(liveLuck / 10))
                {
                    DaggerfallUnityItem item = ItemBuilder.CreateItem(ItemGroups.Currency, (int)Currency.Gold_pieces);
                    item.stackCount = UnityEngine.Random.Range(Mathf.Max(1, liveLuck / 10), liveLuck * 10);
                    e.Loot.AddItem(item);
                }

                if (Dice100.SuccessRoll(liveLuck / 10))
                {
                    DaggerfallUnityItem map = ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Map);
                }

                if (Dice100.SuccessRoll(liveLuck / 10))
                {
                    int typeRoll = UnityEngine.Random.Range(0, 100);
                    DaggerfallUnityItem itemWpnArm;
                    int level = UnityEngine.Random.Range(1, playerEnterExit.Interior.BuildingData.Quality);
                    if (typeRoll > 50)
                    {
                        itemWpnArm = ItemBuilder.CreateRandomWeapon(level);
                    }
                    else
                    {
                        itemWpnArm = ItemBuilder.CreateRandomArmor(level, playerEntity.Gender, playerEntity.Race);
                    }
                    itemWpnArm.currentCondition = (int)(UnityEngine.Random.Range(0.3f, 0.75f) * itemWpnArm.maxCondition);
                    e.Loot.AddItem(itemWpnArm);
                }
            }
        }
Пример #29
0
        // TODO: Migrate this into seperate class accessible to climbingMotor and HangingMotor
        /// <summary>
        /// See if the player can pass a climbing skill check
        /// </summary>
        /// <returns>true if player passed climbing skill check</returns>
        public bool ClimbingSkillCheck(int basePercentSuccess)
        {
            player.TallySkill(DFCareer.Skills.Climbing, 1);

            if (overrideSkillCheck)
            {
                return(true);
            }

            int skill = player.Skills.GetLiveSkillValue(DFCareer.Skills.Climbing);
            int luck  = player.Stats.GetLiveStatValue(DFCareer.Stats.Luck);

            if (player.Race == Entity.Races.Khajiit)
            {
                skill += 30;
            }

            // Climbing effect states "target can climb twice as well" - doubling effective skill after racial applied
            if (player.IsEnhancedClimbing)
            {
                skill *= 2;
            }

            // Clamp skill range
            skill = Mathf.Clamp(skill, 5, 95);
            float luckFactor = Mathf.Lerp(0, 10, luck * 0.01f);

            // Skill Check
            float percentSuccess = Mathf.Lerp(basePercentSuccess, 100, skill * .01f) + luckFactor;

            if (Dice100.FailedRoll((int)percentSuccess))
            {
                // Don't allow skill check to break climbing while swimming
                // Water makes it easier to climb
                var playerPos     = controller.transform.position.y + (76 * MeshReader.GlobalScale) - 0.95f;
                var playerFootPos = playerPos - (controller.height / 2) - 1.20f; // to prevent player from failing to climb out of water
                var waterPos      = playerEnterExit.blockWaterLevel * -1 * MeshReader.GlobalScale;
                if (playerFootPos >= waterPos)                                   // prevent fail underwater
                {
                    return(false);
                }
            }
            return(true);
        }
Пример #30
0
        /// <summary>
        /// Our work is done here.
        /// </summary>
        private void Juggle()
        {
            // Juggle current things
            DaggerfallUI.AddHUDText(string.Format("Juggling {0} {1}...", thingsRemaining, thingName));

            // We might drop something!
            if (Dice100.SuccessRoll(dropPercent))
            {
                thingsRemaining--;
                DaggerfallUI.AddHUDText("Oops, I dropped one!");
            }

            // Give up if we've dropped everything
            if (thingsRemaining == 0)
            {
                DaggerfallUI.AddHUDText(string.Format("Dropped all the {0}. I give up!", thingName));
                return;
            }
        }