public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { SkillType skillType = GetSkillType(item); int tech = item.GetLocalInt("TECH_LEVEL"); float maxDurabilityReductionPenalty = item.GetLocalFloat("MAX_DURABILITY_REDUCTION_PENALTY"); int repairAmount = tech * 2; if (skillType == SkillType.Armorsmith) { repairAmount += item.CraftBonusArmorsmith; } else if (skillType == SkillType.Weaponsmith) { repairAmount += item.CraftBonusWeaponsmith; } float minReduction = 0.05f * tech; float maxReduction = 0.15f * tech; float reductionAmount = _random.RandomFloat(minReduction, maxReduction); _durability.RunItemRepair(user.Object, target.Object, repairAmount, reductionAmount + maxDurabilityReductionPenalty); }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { SkillType skillType = GetSkillType(item); NWItem targetitem = (target.Object); int tech = item.GetLocalInt("TECH_LEVEL"); float maxDurabilityReductionPenalty = item.GetLocalFloat("MAX_DURABILITY_REDUCTION_PENALTY"); int repairAmount = tech * 2; int skillRank; int level = targetitem.RecommendedLevel; int delta = 0; int baseXP = 0; if (skillType == SkillType.Armorsmith) { skillRank = (_skill.GetPCSkillRank(user.Object, skillType)); repairAmount += item.CraftBonusArmorsmith + (_perk.GetPCPerkLevel(user.Object, PerkType.ArmorRepair) * 2); delta = level - skillRank; } else if (skillType == SkillType.Weaponsmith) { skillRank = (_skill.GetPCSkillRank(user.Object, skillType)); repairAmount += item.CraftBonusWeaponsmith + (_perk.GetPCPerkLevel(user.Object, PerkType.WeaponRepair) * 2); delta = level - skillRank; } else if (skillType == SkillType.Engineering) { skillRank = (_skill.GetPCSkillRank(user.Object, skillType)); repairAmount += item.CraftBonusEngineering + (_perk.GetPCPerkLevel(user.Object, PerkType.ElectronicRepair) * 2); delta = level - skillRank; } float minReduction = 0.05f * tech; float maxReduction = 0.15f * tech; float reductionAmount = _random.RandomFloat(minReduction, maxReduction); if (delta >= 6) { baseXP = 400; } else if (delta == 5) { baseXP = 350; } else if (delta == 4) { baseXP = 325; } else if (delta == 3) { baseXP = 300; } else if (delta == 2) { baseXP = 250; } else if (delta == 1) { baseXP = 225; } else if (delta == 0) { baseXP = 200; } else if (delta == -1) { baseXP = 150; } else if (delta == -2) { baseXP = 100; } else if (delta == -3) { baseXP = 50; } else if (delta == -4) { baseXP = 25; } _skill.GiveSkillXP(user.Object, skillType, baseXP); _durability.RunItemRepair(user.Object, target.Object, repairAmount, reductionAmount + maxDurabilityReductionPenalty); }