public static void ApplyAttributesTo(BaseJewel jewelry, bool playerMade, int luckChance, int attributeCount, int min, int max) { int delta; if (min > max) { delta = min; min = max; max = delta; } if (!playerMade && RandomItemGenerator.Enabled) { RandomItemGenerator.GenerateRandomItem(jewelry, luckChance, attributeCount, min, max); return; } m_PlayerMade = playerMade; m_LuckChance = luckChance; AosAttributes primary = jewelry.Attributes; AosElementAttributes resists = jewelry.Resistances; AosSkillBonuses skills = jewelry.SkillBonuses; m_Props.SetAll(false); for (int i = 0; i < attributeCount; ++i) { int random = GetUniqueRandom(24); if (random == -1) { break; } switch (random) { case 0: ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15); break; case 1: ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15); break; case 2: ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15); break; case 3: ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15); break; case 4: ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15); break; case 5: ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25); break; case 6: ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15); break; case 7: ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15); break; case 8: ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8); break; case 9: ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8); break; case 10: ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8); break; case 11: ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5); break; case 12: ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1); break; case 13: ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3); break; case 14: ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8); break; case 15: ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20); break; case 16: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break; case 17: ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12); break; case 18: ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1); break; case 19: ApplySkillBonus(skills, min, max, 0, 1, 15); break; case 20: ApplySkillBonus(skills, min, max, 1, 1, 15); break; case 21: ApplySkillBonus(skills, min, max, 2, 1, 15); break; case 22: ApplySkillBonus(skills, min, max, 3, 1, 15); break; case 23: ApplySkillBonus(skills, min, max, 4, 1, 15); break; } } }
public static void ApplyAttributesTo(BaseArmor armor, bool playerMade, int luckChance, int attributeCount, int min, int max) { int delta; if (min > max) { delta = min; min = max; max = delta; } if (!playerMade && RandomItemGenerator.Enabled) { RandomItemGenerator.GenerateRandomItem(armor, luckChance, attributeCount, min, max); return; } m_PlayerMade = playerMade; m_LuckChance = luckChance; AosAttributes primary = armor.Attributes; AosArmorAttributes secondary = armor.ArmorAttributes; m_Props.SetAll(false); bool isShield = (armor is BaseShield); int baseCount = (isShield ? 7 : 20); int baseOffset = (isShield ? 0 : 4); if (!isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All) { m_Props.Set(3, true); // remove mage armor from possible properties } if (armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather) { m_Props.Set(0, true); // remove lower requirements from possible properties for leather armor m_Props.Set(2, true); // remove durability bonus from possible properties } if (armor.RequiredRace == Race.Elf) { m_Props.Set(7, true); // elves inherently have night sight and elf only armor doesn't get night sight as a mod } for (int i = 0; i < attributeCount; ++i) { int random = GetUniqueRandom(baseCount); if (random == -1) { break; } random += baseOffset; switch (random) { /* Begin Sheilds */ case 0: ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1); break; case 1: ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15); break; case 2: if (Core.ML) { ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15); } else { ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15); } break; case 3: ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1); break; /* Begin Armor */ case 4: ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10); break; case 5: ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5); break; case 6: ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10); break; /* End Shields */ case 7: ApplyAttribute(secondary, min, max, AosArmorAttribute.MageArmor, 1, 1); break; case 8: ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2); break; case 9: ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3); break; case 10: ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2); break; case 11: ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1); break; case 12: ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5); break; case 13: ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8); break; case 14: ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8); break; case 15: ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8); break; case 16: ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20); break; case 17: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break; case 18: ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15); break; case 19: ApplyResistance(armor, min, max, ResistanceType.Physical, 1, 15); break; case 20: ApplyResistance(armor, min, max, ResistanceType.Fire, 1, 15); break; case 21: ApplyResistance(armor, min, max, ResistanceType.Cold, 1, 15); break; case 22: ApplyResistance(armor, min, max, ResistanceType.Poison, 1, 15); break; case 23: ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15); break; /* End Armor */ } } }
public static void ApplyAttributesTo(BaseHat hat, bool playerMade, int luckChance, int attributeCount, int min, int max) { int delta; if (min > max) { delta = min; min = max; max = delta; } if (!playerMade && RandomItemGenerator.Enabled) { RandomItemGenerator.GenerateRandomItem(hat, luckChance, attributeCount, min, max); return; } m_PlayerMade = playerMade; m_LuckChance = luckChance; AosAttributes primary = hat.Attributes; AosArmorAttributes secondary = hat.ClothingAttributes; AosElementAttributes resists = hat.Resistances; m_Props.SetAll(false); for (int i = 0; i < attributeCount; ++i) { int random = GetUniqueRandom(19); if (random == -1) { break; } switch (random) { case 0: ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15); break; case 1: ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2); break; case 2: ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3); break; case 3: ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2); break; case 4: ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1); break; case 5: ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5); break; case 6: ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8); break; case 7: ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8); break; case 8: ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8); break; case 9: ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20); break; case 10: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break; case 11: ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10); break; case 12: ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5); break; case 13: ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10); break; case 14: ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15); break; case 15: ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15); break; case 16: ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15); break; case 17: ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15); break; case 18: ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15); break; } } }
public static void ApplyAttributesTo(BaseWeapon weapon, bool playerMade, int luckChance, int attributeCount, int min, int max) { int delta; if (min > max) { delta = min; min = max; max = delta; } if (!playerMade && RandomItemGenerator.Enabled) { RandomItemGenerator.GenerateRandomItem(weapon, luckChance, attributeCount, min, max); return; } m_PlayerMade = playerMade; m_LuckChance = luckChance; AosAttributes primary = weapon.Attributes; AosWeaponAttributes secondary = weapon.WeaponAttributes; m_Props.SetAll(false); if (weapon is BaseRanged) { m_Props.Set(2, true); // ranged weapons cannot be ubws or mageweapon } else { m_Props.Set(25, true); // Only bows can be Balanced m_Props.Set(26, true); // Only bows have Velocity } for (int i = 0; i < attributeCount; ++i) { int random = GetUniqueRandom(27); if (random == -1) { break; } switch (random) { case 0: { switch (Utility.Random(5)) { case 0: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2); break; case 1: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2); break; case 2: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2); break; case 3: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2); break; case 4: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2); break; } break; } case 1: { switch (Utility.Random(4)) { case 0: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2); break; case 1: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2); break; case 2: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2); break; case 3: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2); break; } break; } case 2: { switch (Utility.Random(2)) { case 0: ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1); break; case 1: ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10); break; } break; } case 3: int dmgMin = primary.WeaponDamage; int dmgMax = Math.Max(dmgMin, 50); primary.WeaponDamage = 0; ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, dmgMin, dmgMax); break; case 4: ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15); break; case 5: ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1); break; case 6: ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15); break; case 7: ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100); break; case 8: ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5); break; case 9: ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1); break; case 10: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2); break; case 11: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, ItemPropertyInfo.GetMaxIntensity(weapon, AosWeaponAttribute.HitLeechHits), 2); break; case 12: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2); break; case 13: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2); break; case 14: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, ItemPropertyInfo.GetMaxIntensity(weapon, AosWeaponAttribute.HitLeechMana), 2); break; case 15: ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2); break; case 16: ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10); break; case 17: ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15); break; case 18: ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15); break; case 19: ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15); break; case 20: ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15); break; case 21: ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15); break; case 22: ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10); break; case 23: weapon.Slayer = GetRandomSlayer(); break; case 24: ApplyElementalDamage(weapon, min, max); break; case 25: ((BaseRanged)weapon).Balanced = true; break; case 26: ApplyVelocityAttribute((BaseRanged)weapon, min, max, 2, 50, 2); break; } } }