public static void CustomArmorService(IUserInterfaceWindow window) { Debug.Log("Custom Armor service."); PlayerEntity playerEntity = GameManager.Instance.PlayerEntity; ItemHelper itemHelper = DaggerfallUnity.Instance.ItemHelper; if (playerEntity.Level < 9) { DaggerfallUI.MessageBox("Sorry I have not yet sourced enough rare materials to make you armor."); return; } ItemCollection armorItems = new ItemCollection(); Array armorTypes = itemHelper.GetEnumArray(ItemGroups.Armor); foreach (ArmorMaterialTypes material in customArmorMaterials) { if (playerEntity.Level < 9 || (playerEntity.Level < 12 && material >= ArmorMaterialTypes.Adamantium) || (playerEntity.Level < 15 && material >= ArmorMaterialTypes.Orcish) || (playerEntity.Level < 18 && material >= ArmorMaterialTypes.Daedric)) { break; } for (int i = 0; i < armorTypes.Length; i++) { Armor armorType = (Armor)armorTypes.GetValue(i); ItemTemplate itemTemplate = itemHelper.GetItemTemplate(ItemGroups.Armor, i); int vs = 0; int vf = 0; switch (armorType) { case Armor.Cuirass: case Armor.Left_Pauldron: case Armor.Right_Pauldron: vs = 1; vf = 3; break; case Armor.Greaves: vs = 2; vf = 5; break; case Armor.Gauntlets: vs = 1; vf = 1; break; case Armor.Boots: case Armor.Helm: vs = 1; vf = itemTemplate.variants - 1; break; default: continue; } for (int v = vs; v <= vf; v++) { armorItems.AddItem(ItemBuilder.CreateArmor(playerEntity.Gender, playerEntity.Race, armorType, material, v)); } } int[] customItemTemplates = itemHelper.GetCustomItemsForGroup(ItemGroups.Armor); for (int i = 0; i < customItemTemplates.Length; i++) { DaggerfallUnityItem item = ItemBuilder.CreateItem(ItemGroups.Armor, customItemTemplates[i]); ItemBuilder.ApplyArmorSettings(item, playerEntity.Gender, playerEntity.Race, material); armorItems.AddItem(item); } } DaggerfallTradeWindow tradeWindow = (DaggerfallTradeWindow) UIWindowFactory.GetInstanceWithArgs(UIWindowType.Trade, new object[] { DaggerfallUI.UIManager, null, DaggerfallTradeWindow.WindowModes.Buy, null }); tradeWindow.MerchantItems = armorItems; DaggerfallUI.UIManager.PushWindow(tradeWindow); }
public void StockShopShelf(PlayerGPS.DiscoveredBuilding buildingData) { stockedDate = CreateStockedDate(DaggerfallUnity.Instance.WorldTime.Now); items.Clear(); DFLocation.BuildingTypes buildingType = buildingData.buildingType; int shopQuality = buildingData.quality; Game.Entity.PlayerEntity playerEntity = GameManager.Instance.PlayerEntity; ItemHelper itemHelper = DaggerfallUnity.Instance.ItemHelper; byte[] itemGroups = { 0 }; switch (buildingType) { case DFLocation.BuildingTypes.Alchemist: itemGroups = DaggerfallLootDataTables.itemGroupsAlchemist; RandomlyAddPotionRecipe(25, items); break; case DFLocation.BuildingTypes.Armorer: itemGroups = DaggerfallLootDataTables.itemGroupsArmorer; break; case DFLocation.BuildingTypes.Bookseller: itemGroups = DaggerfallLootDataTables.itemGroupsBookseller; break; case DFLocation.BuildingTypes.ClothingStore: itemGroups = DaggerfallLootDataTables.itemGroupsClothingStore; break; case DFLocation.BuildingTypes.GemStore: itemGroups = DaggerfallLootDataTables.itemGroupsGemStore; break; case DFLocation.BuildingTypes.GeneralStore: itemGroups = DaggerfallLootDataTables.itemGroupsGeneralStore; items.AddItem(ItemBuilder.CreateItem(ItemGroups.Transportation, (int)Transportation.Horse)); items.AddItem(ItemBuilder.CreateItem(ItemGroups.Transportation, (int)Transportation.Small_cart)); break; case DFLocation.BuildingTypes.PawnShop: itemGroups = DaggerfallLootDataTables.itemGroupsPawnShop; break; case DFLocation.BuildingTypes.WeaponSmith: itemGroups = DaggerfallLootDataTables.itemGroupsWeaponSmith; break; } for (int i = 0; i < itemGroups.Length; i += 2) { ItemGroups itemGroup = (ItemGroups)itemGroups[i]; int chanceMod = itemGroups[i + 1]; if (itemGroup == ItemGroups.MensClothing && playerEntity.Gender == Game.Entity.Genders.Female) { itemGroup = ItemGroups.WomensClothing; } if (itemGroup == ItemGroups.WomensClothing && playerEntity.Gender == Game.Entity.Genders.Male) { itemGroup = ItemGroups.MensClothing; } if (itemGroup != ItemGroups.Furniture && itemGroup != ItemGroups.UselessItems1) { if (itemGroup == ItemGroups.Books) { int qualityMod = (shopQuality + 3) / 5; if (qualityMod >= 4) { --qualityMod; } qualityMod++; for (int j = 0; j <= qualityMod; ++j) { items.AddItem(ItemBuilder.CreateRandomBook()); } } else { System.Array enumArray = itemHelper.GetEnumArray(itemGroup); for (int j = 0; j < enumArray.Length; ++j) { ItemTemplate itemTemplate = itemHelper.GetItemTemplate(itemGroup, j); if (itemTemplate.rarity <= shopQuality) { int stockChance = chanceMod * 5 * (21 - itemTemplate.rarity) / 100; if (Dice100.SuccessRoll(stockChance)) { DaggerfallUnityItem item = null; if (itemGroup == ItemGroups.Weapons) { item = ItemBuilder.CreateWeapon(j + Weapons.Dagger, FormulaHelper.RandomMaterial(playerEntity.Level)); } else if (itemGroup == ItemGroups.Armor) { item = ItemBuilder.CreateArmor(playerEntity.Gender, playerEntity.Race, j + Armor.Cuirass, FormulaHelper.RandomArmorMaterial(playerEntity.Level)); } else if (itemGroup == ItemGroups.MensClothing) { item = ItemBuilder.CreateMensClothing(j + MensClothing.Straps, playerEntity.Race); item.dyeColor = ItemBuilder.RandomClothingDye(); } else if (itemGroup == ItemGroups.WomensClothing) { item = ItemBuilder.CreateWomensClothing(j + WomensClothing.Brassier, playerEntity.Race); item.dyeColor = ItemBuilder.RandomClothingDye(); } else if (itemGroup == ItemGroups.MagicItems) { item = ItemBuilder.CreateRandomMagicItem(playerEntity.Level, playerEntity.Gender, playerEntity.Race); } else { item = new DaggerfallUnityItem(itemGroup, j); if (DaggerfallUnity.Settings.PlayerTorchFromItems && item.IsOfTemplate(ItemGroups.UselessItems2, (int)UselessItems2.Oil)) { item.stackCount = Random.Range(5, 20 + 1); // Shops stock 5-20 bottles } } items.AddItem(item); } } } // Add any modded items registered in applicable groups int[] customItemTemplates = itemHelper.GetCustomItemsForGroup(itemGroup); for (int j = 0; j < customItemTemplates.Length; j++) { ItemTemplate itemTemplate = itemHelper.GetItemTemplate(itemGroup, customItemTemplates[j]); if (itemTemplate.rarity <= shopQuality) { int stockChance = chanceMod * 5 * (21 - itemTemplate.rarity) / 100; if (Dice100.SuccessRoll(stockChance)) { DaggerfallUnityItem item = ItemBuilder.CreateItem(itemGroup, customItemTemplates[j]); // Setup specific group stats if (itemGroup == ItemGroups.Weapons) { WeaponMaterialTypes material = FormulaHelper.RandomMaterial(playerEntity.Level); ItemBuilder.ApplyWeaponMaterial(item, material); } else if (itemGroup == ItemGroups.Armor) { ArmorMaterialTypes material = FormulaHelper.RandomArmorMaterial(playerEntity.Level); ItemBuilder.ApplyArmorSettings(item, playerEntity.Gender, playerEntity.Race, material); } items.AddItem(item); } } } } } } }