Пример #1
0
		public Item Mutate(Mobile from, int luckChance, Item item)
		{
			if (item != null)
			{
				if (item is BaseWeapon && 1 > Utility.Random(100))
				{
					item.Delete();
					item = new FireHorn();
					return item;
				}

				if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat)
				{
					if (Core.AOS)
					{
                        // Try to generate a new random item based on the creature killed
                        if (from is BaseCreature)
                        {
                            if (RandomItemGenerator.GenerateRandomItem(item, ((BaseCreature)from).LastKiller, (BaseCreature)from))
                                return item;
                        }

                        int bonusProps = GetBonusProperties();
						int min = m_MinIntensity;
						int max = m_MaxIntensity;

						if (bonusProps < m_MaxProps && LootPack.CheckLuck(luckChance))
						{
							++bonusProps;
						}

						int props = 1 + bonusProps;

						// Make sure we're not spawning items with 6 properties.
						if (props > m_MaxProps)
						{
							props = m_MaxProps;
						}

                        // Use the older style random generation
						if (item is BaseWeapon)
						{
							BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity);
						}
						else if (item is BaseArmor)
						{
							BaseRunicTool.ApplyAttributesTo((BaseArmor)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity);
						}
						else if (item is BaseJewel)
						{
							BaseRunicTool.ApplyAttributesTo((BaseJewel)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity);
						}
						else if (item is BaseHat)
						{
							BaseRunicTool.ApplyAttributesTo((BaseHat)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity);
						}
					}
					else // not aos
					{
						if (item is BaseWeapon)
						{
							BaseWeapon weapon = (BaseWeapon)item;

							if (80 > Utility.Random(100))
							{
								weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();
							}

							if (60 > Utility.Random(100))
							{
								weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();
							}

							if (40 > Utility.Random(100))
							{
								weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();
							}

							if (5 > Utility.Random(100))
							{
								weapon.Slayer = SlayerName.Silver;
							}

							if (from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 &&
								weapon.Slayer == SlayerName.None && 5 > Utility.Random(100))
							{
								weapon.Slayer = SlayerGroup.GetLootSlayerType(from.GetType());
							}
						}
						else if (item is BaseArmor)
						{
							BaseArmor armor = (BaseArmor)item;

							if (80 > Utility.Random(100))
							{
								armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();
							}

							if (40 > Utility.Random(100))
							{
								armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
							}
						}
					}
				}
				else if (item is BaseInstrument)
				{
					SlayerName slayer = SlayerName.None;

					if (Core.AOS)
					{
						slayer = BaseRunicTool.GetRandomSlayer();
					}
					else
					{
						slayer = SlayerGroup.GetLootSlayerType(from.GetType());
					}

					if (slayer == SlayerName.None)
					{
						item.Delete();
						return null;
					}

					BaseInstrument instr = (BaseInstrument)item;

					instr.Quality = InstrumentQuality.Regular;
					instr.Slayer = slayer;
				}

				if (item.Stackable)
				{
					item.Amount = m_Quantity.Roll();
				}
			}

			return item;
		}
Пример #2
0
		public Item Mutate(Mobile from, Item item)
		{           

			if (item != null && !(item is BaseWand))
			{
				if (item is BaseWeapon && 1 > Utility.Random(100))
				{
					item.Delete();
					item = new FireHorn();
					return item;
				}

				if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat)
				{
					if (item is BaseWeapon)
					{
						var weapon = (BaseWeapon)item;

						if (55 > Utility.Random(100))
						{
							weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();
						}

						if (45 > Utility.Random(100))
						{
							int damageLevel = GetRandomOldBonus();

							if (PseudoSeerStone.Instance != null && PseudoSeerStone.Instance._HighestDamageLevelSpawn < damageLevel)
							{
								if (damageLevel == 5 && PseudoSeerStone.ReplaceVanqWithSkillScrolls)
								{
									return PuzzleChest.CreateRandomSkillScroll();
								}
								int platAmount = PseudoSeerStone.PlatinumPerMissedDamageLevel *
												 (damageLevel - PseudoSeerStone.Instance._HighestDamageLevelSpawn);
								if (platAmount > 0)
								{
									return (new Platinum(platAmount));
								}
								damageLevel = PseudoSeerStone.Instance._HighestDamageLevelSpawn;
							}
							weapon.DamageLevel = (WeaponDamageLevel)damageLevel;
						}

						if (25 > Utility.Random(100))
						{
							weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();
						}

						if (5 > Utility.Random(100))
						{
							weapon.Slayer = SlayerName.Silver;
						}

						if (1 > Utility.Random(1000) ||
							(weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 &&
							 weapon.Slayer == SlayerName.None && 5 > Utility.Random(100)))
						{
							weapon.Slayer = from != null ? SlayerGroup.GetLootSlayerType(from.GetType()) : BaseRunicTool.GetRandomSlayer();
						}

						if (weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 &&
							weapon.Slayer == SlayerName.None)
						{
							weapon.Identified = true;
						}
					}
					else if (item is BaseArmor)
					{
						var armor = (BaseArmor)item;

						if (55 > Utility.Random(100))
						{
							armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();
						}

						if (25 > Utility.Random(100))
						{
							armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
						}

						if (armor.ProtectionLevel == 0 && armor.Durability == 0)
						{
							armor.Identified = true;
						}
					}
				}
				else if (item is BaseInstrument)
				{
					SlayerName slayer = from == null || from.EraAOS
											? BaseRunicTool.GetRandomSlayer()
											: SlayerGroup.GetLootSlayerType(from.GetType());

					var instr = (BaseInstrument)item;

					instr.Quality = InstrumentQuality.Regular;
					instr.Slayer = slayer;
				}
				else if (item is Spellbook) //Randomize spellbook
				{
					var book = item as Spellbook;

					if (MaxIntensity == 100 && MinIntensity / 1000.0 > Utility.RandomDouble())
					{
						book.LootType = LootType.Blessed;
					}

					if (MaxIntensity == 100 && MinIntensity >= 50 && (MinIntensity / 3000.0 > Utility.RandomDouble()))
					{
						book.Dyable = true;
					}

					int rnd = Utility.RandomMinMax(MinIntensity, MaxIntensity);
					var circle = (int)((rnd / 12.5) + 1.0);

					if (circle >= 8 && 0.33 > Utility.RandomDouble())
					{
						book.Content = ulong.MaxValue;
					}
					else
					{
						circle = Math.Min(circle, 8);

						//do we fill this circle?
						for (int i = 0; i < circle; i++)
						{
							if (Utility.RandomBool())
							{
								book.Content |= (ulong)Utility.Random(0x100) << (i * 8);
							}
						}
					}
				}

				if (item.Stackable)
				{
                    // Note: do not check hits max here if you want to multiply against gold
                    // the max hits have not been set when this function is called
                    // The inital loot is added to the BaseCreature before the attributes are set
                    // for the specific mob type
				    if (item is Gold)
				    {
				        item.Amount = (int) Math.Ceiling(Quantity.Roll() * DynamicSettingsController.GoldMulti);                        
				    }
				    else
				    {
                        item.Amount = Quantity.Roll();
				    }
				}
			}

			return item;
		}
Пример #3
0
 public InternalTarget( FireHorn horn )
     : base(Core.AOS ? 3 : 2, true, TargetFlags.Harmful)
 {
     m_Horn = horn;
 }
        public Item Mutate( Mobile from, int luckChance, Item item )
        {
            if ( item != null )
            {
                if ( item is BaseWeapon && 1 > Utility.Random( 100 ) )
                {
                    item.Delete();
                    item = new FireHorn();
                    return item;
                }

                if ( item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat )
                {
                    if ( Core.AOS )
                    {
                        int bonusProps = GetBonusProperties();
                        int min = m_MinIntensity;
                        int max = m_MaxIntensity;

                        if ( bonusProps < m_MaxProps && LootPack.CheckLuck( luckChance ) )
                            ++bonusProps;

                        int props = 1 + bonusProps;

                        if ( (item is BaseArmor || item is BaseHat) && !(item is BaseShield)) // Added by Hekate/Silver
                        {
                            min = (int)(min * 1.15) + 15;
                            max = (int)(max * 1.15) + 15;

                            if ( 0.35 > Utility.RandomDouble() )
                                props++;
                        }
                        else if( !(item is BaseShield) ) // Added by Silver
                        {
                            min = (int)(min * 1.1) + 10;
                            max = (int)(max * 1.1) + 10;

                            if ( 0.25 > Utility.RandomDouble() )
                                props++;
                        }
                        else // Added by Silver
                        {
                            min = (int)(min * 1.05) + 10;
                            max = (int)(max * 1.05) + 10;

                            if ( 0.15 > Utility.RandomDouble() )
                                props++;
                        }

                        // Silver: Make sure min and max are configured correctly
                        if( max > 100 )
                            max = 100;
                        if( min > max )
                            min = max;

                        // Make sure we're not spawning items with 6 properties.
                        if ( props > m_MaxProps )
                            props = m_MaxProps;

                        if ( item is BaseWeapon )
                            BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, false, luckChance, props, min, max); // Silver: used to be m_MinIntensity/m_MaxIntensity
                        else if ( item is BaseArmor )
                            BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, false, luckChance, props, min, max );
                        else if ( item is BaseJewel )
                            BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, false, luckChance, props, min, max );
                        else if ( item is BaseHat )
                            BaseRunicTool.ApplyAttributesTo( (BaseHat)item, false, luckChance, props, min, max );
                    }
                    else // not aos
                    {
                        if ( item is BaseWeapon )
                        {
                            BaseWeapon weapon = (BaseWeapon)item;

                            if ( 80 > Utility.Random( 100 ) )
                                weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();

                            if ( 60 > Utility.Random( 100 ) )
                                weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();

                            if ( 40 > Utility.Random( 100 ) )
                                weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();

                            if ( 5 > Utility.Random( 100 ) )
                                weapon.Slayer = SlayerName.Silver;

                            if ( from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && 5 > Utility.Random( 100 ) )
                                weapon.Slayer = SlayerGroup.GetLootSlayerType( from.GetType() );
                        }
                        else if ( item is BaseArmor )
                        {
                            BaseArmor armor = (BaseArmor)item;

                            if ( 80 > Utility.Random( 100 ) )
                                armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();

                            if ( 40 > Utility.Random( 100 ) )
                                armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
                        }
                    }
                }
                else if ( item is BaseInstrument )
                {
                    SlayerName slayer = SlayerName.None;

                    if ( Core.AOS )
                        slayer = BaseRunicTool.GetRandomSlayer();
                    else
                        slayer = SlayerGroup.GetLootSlayerType( from.GetType() );

                    if ( slayer == SlayerName.None )
                    {
                        item.Delete();
                        return null;
                    }

                    BaseInstrument instr = (BaseInstrument)item;

                    instr.Quality = InstrumentQuality.Regular;
                    instr.Slayer = slayer;
                }

                if ( item.Stackable )
                    item.Amount = m_Quantity.Roll();
            }

            return item;
        }
Пример #5
0
 public InternalTarget( FireHorn horn )
     : base(3, true, TargetFlags.Harmful)
 {
     m_Horn = horn;
 }
Пример #6
0
        public Item Mutate( Mobile from, int luckChance, Item item )
        {
            if ( item != null )
            {
                if ( item is BaseWeapon && 1 > Utility.Random( 100 ) )
                {
                    item.Delete();
                    item = new FireHorn();
                    return item;
                }

                if ( item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat )
                {
                    int bonusProps = GetBonusProperties();

                    if ( bonusProps < m_MaxProps && LootPack.CheckLuck( luckChance ) )
                        ++bonusProps;

                    int props = 1 + bonusProps;

                    // Make sure we're not spawning items with 6 properties.
                    if ( props > m_MaxProps )
                        props = m_MaxProps;

                    if ( item is BaseWeapon )
                        BaseRunicTool.ApplyAttributesTo( (BaseWeapon) item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
                    else if ( item is BaseArmor )
                        BaseRunicTool.ApplyAttributesTo( (BaseArmor) item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
                    else if ( item is BaseJewel )
                        BaseRunicTool.ApplyAttributesTo( (BaseJewel) item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
                    else if ( item is BaseHat )
                        BaseRunicTool.ApplyAttributesTo( (BaseHat) item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
                }
                else if ( item is BaseInstrument )
                {
                    SlayerName slayer = SlayerName.None;

                    slayer = BaseRunicTool.GetRandomSlayer();

                    if ( slayer == SlayerName.None )
                    {
                        item.Delete();
                        return null;
                    }

                    BaseInstrument instr = (BaseInstrument) item;

                    instr.Slayer = slayer;
                }

                if ( item.Stackable )
                    item.Amount = m_Quantity.Roll();
            }

            return item;
        }
Пример #7
0
        public Item Mutate(Mobile from, int luckChance, Item item)
        {
            if (item != null)
            {
                if (item is BaseWeapon && 1 > Utility.Random(100))
                {
                    item.Delete();
                    item = new FireHorn();
                    return item;
                }

                if (item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat)
                {
                    if (Core.AOS)
                    {
                        int bonusProps = this.GetBonusProperties();
                        int min = this.m_MinIntensity;
                        int max = this.m_MaxIntensity;

                        if (bonusProps < this.m_MaxProps && LootPack.CheckLuck(luckChance))
                            ++bonusProps;

                        int props = 1 + bonusProps;

                        // Make sure we're not spawning items with 6 properties.
                        if (props > this.m_MaxProps)
                            props = this.m_MaxProps;

                        if (item is BaseWeapon)
                            BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, false, luckChance, props, this.m_MinIntensity, this.m_MaxIntensity);
                        else if (item is BaseArmor)
                            BaseRunicTool.ApplyAttributesTo((BaseArmor)item, false, luckChance, props, this.m_MinIntensity, this.m_MaxIntensity);
                        else if (item is BaseJewel)
                            BaseRunicTool.ApplyAttributesTo((BaseJewel)item, false, luckChance, props, this.m_MinIntensity, this.m_MaxIntensity);
                        else if (item is BaseHat)
                            BaseRunicTool.ApplyAttributesTo((BaseHat)item, false, luckChance, props, this.m_MinIntensity, this.m_MaxIntensity);
                    }
                    else // not aos
                    {
                        if (item is BaseWeapon)
                        {
                            BaseWeapon weapon = (BaseWeapon)item;

                            if (80 > Utility.Random(100))
                                weapon.AccuracyLevel = (WeaponAccuracyLevel)this.GetRandomOldBonus();

                            if (60 > Utility.Random(100))
                                weapon.DamageLevel = (WeaponDamageLevel)this.GetRandomOldBonus();

                            if (40 > Utility.Random(100))
                                weapon.DurabilityLevel = (WeaponDurabilityLevel)this.GetRandomOldBonus();

                            if (5 > Utility.Random(100))
                                weapon.Slayer = SlayerName.Silver;

                            if (from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && 5 > Utility.Random(100))
                                weapon.Slayer = SlayerGroup.GetLootSlayerType(from.GetType());
                        }
                        else if (item is BaseArmor)
                        {
                            BaseArmor armor = (BaseArmor)item;

                            if (80 > Utility.Random(100))
                                armor.ProtectionLevel = (ArmorProtectionLevel)this.GetRandomOldBonus();

                            if (40 > Utility.Random(100))
                                armor.Durability = (ArmorDurabilityLevel)this.GetRandomOldBonus();
                        }
                    }
                }
                else if (item is BaseInstrument)
                {
                    SlayerName slayer = SlayerName.None;

                    if (Core.AOS)
                        slayer = BaseRunicTool.GetRandomSlayer();
                    else
                        slayer = SlayerGroup.GetLootSlayerType(from.GetType());

                    if (slayer == SlayerName.None)
                    {
                        item.Delete();
                        return null;
                    }

                    BaseInstrument instr = (BaseInstrument)item;

                    instr.Quality = InstrumentQuality.Regular;
                    instr.Slayer = slayer;
                }

                if (item.Stackable)
                    item.Amount = this.m_Quantity.Roll();
            }

            return item;
        }
Пример #8
0
		public Item Mutate( Mobile from, int luckChance, Item item )
		{
			if ( item != null )
			{
				if ( item is BaseWeapon && 1 > Utility.Random( 100 ) )
				{
					item.Delete();
					item = new FireHorn();
					return item;
				}

				if ( item is BaseWeapon || item is BaseArmor || item is BaseJewel )
				{
					if ( Core.AOS )
					{
						int bonusProps = GetBonusProperties();
						int min = m_MinIntensity;
						int max = m_MaxIntensity;

						if ( bonusProps < m_MaxProps && LootPack.CheckLuck( luckChance ) )
							++bonusProps;

						int props = 1 + bonusProps;

						if ( item is BaseWeapon )
							BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
						else if ( item is BaseArmor )
							BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
						else if ( item is BaseJewel )
							BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
					}
					else // not aos
					{
						if ( item is BaseWeapon )
						{
							BaseWeapon weapon = (BaseWeapon)item;

							if ( 80 > Utility.Random( 100 ) )
								weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();

							if ( 60 > Utility.Random( 100 ) )
								weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();

							if ( 40 > Utility.Random( 100 ) )
								weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();

							if ( 5 > Utility.Random( 100 ) )
								weapon.Slayer = SlayerName.Silver;

                            if ( 100 > Utility.Random( 100 ) )
                            {
                                weapon.ChargedAbility = (WeaponChargedAbility)Utility.Random(Enum.GetValues(typeof(WeaponChargedAbility)).Length - 1)+1;
                                weapon.AbilityCharges = Utility.Random(22) + 3;
                            }

							if ( weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && weapon.ChargedAbility == WeaponChargedAbility.Regular && 5 > Utility.Random( 100 ) )
								weapon.Slayer = SlayerGroup.GetLootSlayerType( from.GetType() );
						}
						else if ( item is BaseArmor )
						{
							BaseArmor armor = (BaseArmor)item;

							if ( 80 > Utility.Random( 100 ) )
								armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();

							if ( 40 > Utility.Random( 100 ) )
								armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
						}
                        else if (item is BaseJewel)
                        {
                            BaseJewel jewel = (BaseJewel)item;

                            jewel.ChargedAbility = (JewelChargedAbility)Utility.Random(Enum.GetValues(typeof(JewelChargedAbility)).Length - 1) + 1;
                            jewel.AbilityCharges = Utility.Random(22) + 3;
                        }
					}
				}
				else if ( item is BaseInstrument )
				{
					SlayerName slayer = SlayerName.None;

					if ( Core.AOS )
						slayer = BaseRunicTool.GetRandomSlayer();
					else
						slayer = SlayerGroup.GetLootSlayerType( from.GetType() );

					if ( slayer == SlayerName.None )
					{
						item.Delete();
						return null;
					}

					BaseInstrument instr = (BaseInstrument)item;

					instr.Quality = InstrumentQuality.Regular;
					instr.Slayer = slayer;
				}

				if ( item.Stackable )
					item.Amount = m_Quantity.Roll();
			}

			return item;
		}