fix: Fixes ignoring mobs, champions, party crash, slayer rarity, boat speedhack, etc (#1222)

* Movie ignore mobiles to Mobile class
* Allow necromancer familiars to ignore mobiles
* ChampionSpawn should not quietly fail when creating new spawn
* Fix client party crash bug: 2 people partied, the leader logs out, other client is hung
* Fix spellbooks creating with magery/meditation only and creating magery multiple times
* Fix BaseRunicTool.GetRandomSlayer() creating more undead slayers than intended
* Do not allow players to dismount each other whilst mounted
* Fix AOS onwards damage increase tooltip and wrong formula in AOS
* Fix monsters killing other monster revenants + animate dead should not attack player pets + other animates
* Fix fire steed having loot pack added twice
* Fix oaks spawn not able to create Unicorns + Kirins via Activator.CreateInstace() due to constructor having name as parametr
* Fix ignoreMobiles flag not propagated to client for non-players.
* Fix harrower tents not leeching from players
* Fix boats speedhacking around the map
* Fix bless, agility etc. not renewing duration
* Fix reveal always worked
* Fix empty constructor for steeds so they don't throw now.
This commit is contained in:
mark1145 2022-10-31 22:16:50 -07:00 • committed by GitHub
parent 910e06767b
commit 053dbcbad0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
54 changed files with 871 additions and 454 deletions

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@ -207,9 +207,10 @@ namespace Server.Items
private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
{
var isSpellBook = attrs.Owner is Spellbook;
var possibleSkills =
new List<SkillName>(attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills);
var count = Core.SE ? possibleSkills.Count : possibleSkills.Count - 2;
new List<SkillName>(isSpellBook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills);
var count = Core.SE || isSpellBook ? possibleSkills.Count : possibleSkills.Count - 2;
SkillName sk;
bool found;
@ -234,20 +235,30 @@ namespace Server.Items
switch (res)
{
case ResistanceType.Physical:
ar.PhysicalBonus += Scale(min, max, low, high);
break;
{
ar.PhysicalBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Fire:
ar.FireBonus += Scale(min, max, low, high);
break;
{
ar.FireBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Cold:
ar.ColdBonus += Scale(min, max, low, high);
break;
{
ar.ColdBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Poison:
ar.PoisonBonus += Scale(min, max, low, high);
break;
{
ar.PoisonBonus += Scale(min, max, low, high);
break;
}
case ResistanceType.Energy:
ar.EnergyBonus += Scale(min, max, low, high);
break;
{
ar.EnergyBonus += Scale(min, max, low, high);
break;
}
}
}
@ -332,20 +343,30 @@ namespace Server.Items
switch (Utility.Random(5))
{
case 0:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
break;
}
case 1:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
break;
}
case 2:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
break;
}
case 3:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
break;
}
case 4:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
break;
}
}
break;
@ -355,17 +376,25 @@ namespace Server.Items
switch (Utility.Random(4))
{
case 0:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
break;
}
case 1:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
break;
}
case 2:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
break;
}
case 3:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
break;
}
}
break;
@ -375,81 +404,129 @@ namespace Server.Items
switch (Utility.Random(2))
{
case 0:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
break;
}
case 1:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
break;
}
}
break;
}
case 3:
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 50);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 50);
break;
}
case 4:
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
}
case 5:
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 6:
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
}
case 7:
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 8:
ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5);
break;
}
case 9:
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
}
case 10:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2);
break;
}
case 11:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2);
break;
}
case 12:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2);
break;
}
case 13:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2);
break;
}
case 14:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2);
break;
}
case 15:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2);
break;
}
case 16:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 17:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15);
break;
}
case 18:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15);
break;
}
case 19:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15);
break;
}
case 20:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15);
break;
}
case 21:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15);
break;
}
case 22:
ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10);
break;
}
case 23:
weapon.Slayer = GetRandomSlayer();
break;
{
weapon.Slayer = GetRandomSlayer();
break;
}
case 24:
GetElementalDamages(weapon);
break;
{
GetElementalDamages(weapon);
break;
}
}
}
}
@ -529,14 +606,14 @@ namespace Server.Items
return SlayerName.None;
}
// -1 To Exclude the Fey Slayer which appears ONLY on a certain artifact.
var group = groups[Utility.Random(groups.Length - 1)];
// 10% chance of a super - skip fey
if (Utility.RandomDouble() < 0.10)
{
return groups[Utility.Random(groups.Length - 1)].Super.Name;
}
// 10% chance for a super slayer
var entry = group.Entries.Length == 0 || Utility.Random(10) == 0
? group.Super : group.Entries.RandomElement();
return entry.Name;
// Minor slayer - skip fey and undead
return groups[Utility.Random(groups.Length - 2)].Entries.RandomElement().Name;
}
public void ApplyAttributesTo(BaseArmor armor)
@ -611,87 +688,135 @@ namespace Server.Items
{
/* Begin Shields */
case 0:
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
break;
}
case 1:
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
{
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);
}
if (Core.ML)
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
}
else
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
}
break;
break;
}
case 3:
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
/* Begin Armor */
case 4:
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 5:
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
}
case 6:
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
}
/* End Shields */
case 7:
ApplyAttribute(secondary, min, max, AosArmorAttribute.MageArmor, 1, 1);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.MageArmor, 1, 1);
break;
}
case 8:
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
}
case 9:
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
}
case 10:
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 11:
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 12:
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
}
case 13:
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
}
case 14:
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 15:
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 16:
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 17:
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 18:
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
}
case 19:
ApplyResistance(armor, min, max, ResistanceType.Physical, 1, 15);
break;
{
ApplyResistance(armor, min, max, ResistanceType.Physical, 1, 15);
break;
}
case 20:
ApplyResistance(armor, min, max, ResistanceType.Fire, 1, 15);
break;
{
ApplyResistance(armor, min, max, ResistanceType.Fire, 1, 15);
break;
}
case 21:
ApplyResistance(armor, min, max, ResistanceType.Cold, 1, 15);
break;
{
ApplyResistance(armor, min, max, ResistanceType.Cold, 1, 15);
break;
}
case 22:
ApplyResistance(armor, min, max, ResistanceType.Poison, 1, 15);
break;
{
ApplyResistance(armor, min, max, ResistanceType.Poison, 1, 15);
break;
}
case 23:
ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15);
break;
{
ApplyResistance(armor, min, max, ResistanceType.Energy, 1, 15);
break;
}
/* End Armor */
}
}
@ -728,62 +853,100 @@ namespace Server.Items
switch (random)
{
case 0:
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.ReflectPhysical, 1, 15);
break;
}
case 1:
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenHits, 1, 2);
break;
}
case 2:
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenStam, 1, 3);
break;
}
case 3:
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 4:
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 5:
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusHits, 1, 5);
break;
}
case 6:
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStam, 1, 8);
break;
}
case 7:
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 8:
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 9:
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 10:
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 11:
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10);
break;
}
case 12:
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5);
break;
}
case 13:
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
{
ApplyAttribute(secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10);
break;
}
case 14:
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
}
case 15:
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
}
case 16:
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
}
case 17:
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
}
case 18:
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
}
}
}
}
@ -819,77 +982,125 @@ namespace Server.Items
switch (random)
{
case 0:
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Physical, 1, 15);
break;
}
case 1:
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Fire, 1, 15);
break;
}
case 2:
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Cold, 1, 15);
break;
}
case 3:
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Poison, 1, 15);
break;
}
case 4:
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
{
ApplyAttribute(resists, min, max, AosElementAttribute.Energy, 1, 15);
break;
}
case 5:
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 25);
break;
}
case 6:
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
break;
}
case 7:
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
break;
}
case 8:
ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusStr, 1, 8);
break;
}
case 9:
ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusDex, 1, 8);
break;
}
case 10:
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusInt, 1, 8);
break;
}
case 11:
ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.EnhancePotions, 5, 25, 5);
break;
}
case 12:
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 13:
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
}
case 14:
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 15:
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 16:
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
break;
}
case 17:
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
}
case 18:
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.NightSight, 1, 1);
break;
}
case 19:
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
}
case 20:
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
}
case 21:
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
}
case 22:
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
}
case 23:
ApplySkillBonus(skills, min, max, 4, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 4, 1, 15);
break;
}
}
}
}
@ -938,41 +1149,65 @@ namespace Server.Items
break;
}
case 4:
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.BonusMana, 1, 8);
break;
}
case 5:
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
break;
}
case 6:
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.CastRecovery, 1, 3);
break;
}
case 7:
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.SpellDamage, 1, 12);
break;
}
case 8:
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 0, 1, 15);
break;
}
case 9:
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 1, 1, 15);
break;
}
case 10:
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 2, 1, 15);
break;
}
case 11:
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
{
ApplySkillBonus(skills, min, max, 3, 1, 15);
break;
}
case 12:
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerRegCost, 1, 20);
break;
}
case 13:
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.LowerManaCost, 1, 8);
break;
}
case 14:
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
{
ApplyAttribute(primary, min, max, AosAttribute.RegenMana, 1, 2);
break;
}
case 15:
spellbook.Slayer = GetRandomSlayer();
break;
{
spellbook.Slayer = GetRandomSlayer();
break;
}
}
}
}