示例#1
0
        private static int EffectiveArmorClass(EffectiveItemStats stats, NWPlayer player)
        {
            int baseAC  = stats.AC + CustomEffectService.CalculateEffectAC(player);
            int totalAC = _.GetAC(player) - baseAC;

            // Shield Oath and Precision Targeting affect a percentage of the TOTAL armor class on a creature.
            var stance = CustomEffectService.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                int bonus = (int)(totalAC * 0.2f);
                baseAC = baseAC + bonus;
            }
            else if (stance == CustomEffectType.PrecisionTargeting)
            {
                int penalty = (int)(totalAC * 0.3f);
                baseAC = baseAC - penalty;
            }

            if (baseAC < 0)
            {
                baseAC = 0;
            }

            return(baseAC);
        }
示例#2
0
        private static int EffectiveArmorClass(NWPlayer player, NWItem ignoreItem, EffectiveItemStats stats)
        {
            int baseAC = stats.AC + CustomEffectService.CalculateEffectAC(player);

            // Calculate AC bonus granted by skill ranks.
            // Only chest armor is checked for this bonus.

            if (ignoreItem != player.Chest)
            {
                CustomItemType armorType = player.Chest.CustomItemType;
                int            skillRank = 0;
                switch (armorType)
                {
                case CustomItemType.LightArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.LightArmor);
                    break;

                case CustomItemType.HeavyArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.HeavyArmor);
                    break;

                case CustomItemType.ForceArmor:
                    skillRank = SkillService.GetPCSkillRank(player, SkillType.ForceArmor);
                    break;
                }

                // +1 AC per 10 skill ranks, while wearing the appropriate armor.
                int skillACBonus = skillRank / 10;
                baseAC += skillACBonus;
            }

            int totalAC = _.GetAC(player) - baseAC;

            // Shield Oath and Precision Targeting affect a percentage of the TOTAL armor class on a creature.
            var stance = CustomEffectService.GetCurrentStanceType(player);

            if (stance == CustomEffectType.ShieldOath)
            {
                int bonus = (int)(totalAC * 0.2f);
                baseAC += bonus;
            }
            else if (stance == CustomEffectType.PrecisionTargeting)
            {
                int penalty = (int)(totalAC * 0.3f);
                baseAC -= penalty;
            }

            if (baseAC < 0)
            {
                baseAC = 0;
            }

            return(baseAC);
        }