private float CalculateEquipmentBonus(NWPlayer player, SkillType skillType) { var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(player); int equipmentBonus = 0; float multiplier = 0.5f; int atmosphere = CraftService.CalculateAreaAtmosphereBonus(player.Area); if (atmosphere >= 75) { multiplier = 0.7f; } else if (atmosphere >= 25) { multiplier = 0.6f; } switch (skillType) { case SkillType.Armorsmith: equipmentBonus = effectiveStats.Armorsmith; break; case SkillType.Weaponsmith: equipmentBonus = effectiveStats.Weaponsmith; break; case SkillType.Cooking: equipmentBonus = effectiveStats.Cooking; break; case SkillType.Engineering: equipmentBonus = effectiveStats.Engineering; break; case SkillType.Fabrication: equipmentBonus = effectiveStats.Fabrication; break; case SkillType.Medicine: equipmentBonus = effectiveStats.Medicine; break; } return(equipmentBonus * multiplier); // +0.5%, +0.6%, or +0.7% per equipment bonus }
private void RunCreateItem(NWPlayer player) { foreach (var effect in player.Effects) { if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION") { _.RemoveEffect(player, effect); } } var model = CraftService.GetPlayerCraftingData(player); CraftBlueprint blueprint = DataService.CraftBlueprint.GetByID(model.BlueprintID); BaseStructure baseStructure = blueprint.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(blueprint.BaseStructureID)); PCSkill pcSkill = SkillService.GetPCSkill(player, blueprint.SkillID); int pcEffectiveLevel = CraftService.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID); int itemLevel = model.AdjustedLevel; int atmosphereBonus = CraftService.CalculateAreaAtmosphereBonus(player.Area); float chance = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel, atmosphereBonus); float equipmentBonus = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID); if (chance <= 1.0f) { player.FloatingText(ColorTokenService.Red("Critical failure! You don't have enough skill to create that item. All components were lost.")); CraftService.ClearPlayerCraftingData(player, true); return; } int luckyBonus = PerkService.GetCreaturePerkLevel(player, PerkType.Lucky); var craftedItems = new List <NWItem>(); NWItem craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity)); craftedItem.IsIdentified = true; craftedItems.Add(craftedItem); // If item isn't stackable, loop through and create as many as necessary. if (craftedItem.StackSize < blueprint.Quantity) { for (int x = 2; x <= blueprint.Quantity; x++) { craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object)); craftedItem.IsIdentified = true; craftedItems.Add(craftedItem); } } // Recommended level gets set regardless if all item properties make it on the final product. // Also mark who crafted the item. This is later used for display on the item's examination event. foreach (var item in craftedItems) { item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel; item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString()); BaseService.ApplyCraftedItemLocalVariables(item, baseStructure); } if (RandomService.Random(1, 100) <= luckyBonus) { chance += RandomService.Random(1, luckyBonus); } int successAmount = 0; foreach (var component in model.MainComponents) { var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems); successAmount += result.Item1; chance = result.Item2; } foreach (var component in model.SecondaryComponents) { var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems); successAmount += result.Item1; chance = result.Item2; } foreach (var component in model.TertiaryComponents) { var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems); successAmount += result.Item1; chance = result.Item2; } foreach (var component in model.EnhancementComponents) { var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems); successAmount += result.Item1; chance = result.Item2; } // Structures gain increased durability based on the blueprint if (baseStructure != null) { foreach (var item in craftedItems) { var maxDur = DurabilityService.GetMaxDurability(item); maxDur += (float)baseStructure.Durability; DurabilityService.SetMaxDurability(item, maxDur); DurabilityService.SetDurability(item, maxDur); } } player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!"); int baseXP = 750 + successAmount * RandomService.Random(1, 50); float xp = SkillService.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank); bool exists = DataService.PCCraftedBlueprint.ExistsByPlayerIDAndCraftedBlueprintID(player.GlobalID, blueprint.ID); if (!exists) { xp = xp * 1.50f; player.SendMessage("You receive an XP bonus for crafting this item for the first time."); var pcCraftedBlueprint = new PCCraftedBlueprint { CraftBlueprintID = blueprint.ID, DateFirstCrafted = DateTime.UtcNow, PlayerID = player.GlobalID }; DataService.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert); } SkillService.GiveSkillXP(player, blueprint.SkillID, (int)xp); CraftService.ClearPlayerCraftingData(player, true); player.SetLocalInt("LAST_CRAFTED_BLUEPRINT_ID_" + blueprint.CraftDeviceID, blueprint.ID); }