major missed flaw in the math. reverted.
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32466896b1
1 changed files with 24 additions and 29 deletions
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@ -268,14 +268,13 @@ namespace Server.Items
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AosWeaponAttributes secondary = weapon.WeaponAttributes;
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m_Props.SetAll( false );
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m_Props.Set(0, true); // no lower stat requirements for weapons
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if ( weapon is BaseRanged )
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m_Props.Set( 2, true ); // ranged weapons cannot be ubws or mageweapon
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for ( int i = 0; i < attributeCount; ++i )
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{
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int random = GetUniqueRandom( 24 );
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int random = GetUniqueRandom( 25 );
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if ( random == -1 )
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break;
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@ -330,14 +329,15 @@ namespace Server.Items
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case 13: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2 ); break;
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case 14: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2 ); break;
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case 15: ApplyAttribute( secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2 ); break;
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case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
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case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
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case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
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case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
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case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
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case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
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case 22: weapon.Slayer = GetRandomSlayer(); break;
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case 23: GetElementalDamages( weapon ); break;
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case 16: ApplyAttribute( secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10 ); break;
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case 17: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15 ); break;
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case 18: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15 ); break;
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case 19: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15 ); break;
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case 20: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15 ); break;
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case 21: ApplyAttribute( secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15 ); break;
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case 22: ApplyAttribute( secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10 ); break;
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case 23: weapon.Slayer = GetRandomSlayer(); break;
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case 24: GetElementalDamages( weapon ); break;
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}
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}
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}
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@ -473,16 +473,13 @@ namespace Server.Items
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int baseCount = ( isShield ? 7 : 20 );
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int baseOffset = ( isShield ? 0 : 4 );
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if ( !isShield ) {
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if (armor.MeditationAllowance == ArmorMeditationAllowance.All ) {
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m_Props.Set( 3, true ); // remove mage armor from possible properties
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}
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m_Props.Set(0, true); // no lower stat requirements for any armor but shields
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}
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if ( !isShield && armor.MeditationAllowance == ArmorMeditationAllowance.All )
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m_Props.Set( 3, true ); // remove mage armor from possible properties
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if ( armor.Resource >= CraftResource.RegularLeather && armor.Resource <= CraftResource.BarbedLeather )
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{
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m_Props.Set( 0, true ); // remove lower requirements from possible properties for leather armor
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m_Props.Set( 2, true ); // remove durability bonus from possible properties
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}
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if ( armor.RequiredRace == Race.Elf )
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m_Props.Set( 7, true ); // elves inherently have night sight and elf only armor doesn't get night sight as a mod
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@ -550,11 +547,10 @@ namespace Server.Items
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AosElementAttributes resists = hat.Resistances;
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m_Props.SetAll( false );
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m_Props.Set(0, true); // no lower stat requirements for hats
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for ( int i = 0; i < attributeCount; ++i )
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{
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int random = GetUniqueRandom( 18 );
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int random = GetUniqueRandom( 19 );
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if ( random == -1 )
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break;
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@ -572,13 +568,14 @@ namespace Server.Items
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case 8: ApplyAttribute( primary, min, max, AosAttribute.LowerManaCost, 1, 8 ); break;
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case 9: ApplyAttribute( primary, min, max, AosAttribute.LowerRegCost, 1, 20 ); break;
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case 10: ApplyAttribute( primary, min, max, AosAttribute.Luck, 1, 100 ); break;
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case 11: ApplyAttribute( secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5 ); break;
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case 12: ApplyAttribute( secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10 ); break;
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case 13: ApplyAttribute( resists, min, max, AosElementAttribute.Physical, 1, 15 ); break;
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case 14: ApplyAttribute( resists, min, max, AosElementAttribute.Fire, 1, 15 ); break;
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case 15: ApplyAttribute( resists, min, max, AosElementAttribute.Cold, 1, 15 ); break;
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case 16: ApplyAttribute( resists, min, max, AosElementAttribute.Poison, 1, 15 ); break;
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case 17: ApplyAttribute( resists, min, max, AosElementAttribute.Energy, 1, 15 ); break;
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case 11: ApplyAttribute( secondary, min, max, AosArmorAttribute.LowerStatReq, 10, 100, 10 ); break;
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case 12: ApplyAttribute( secondary, min, max, AosArmorAttribute.SelfRepair, 1, 5 ); break;
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case 13: ApplyAttribute( secondary, min, max, AosArmorAttribute.DurabilityBonus, 10, 100, 10 ); break;
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case 14: ApplyAttribute( resists, min, max, AosElementAttribute.Physical, 1, 15 ); break;
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case 15: ApplyAttribute( resists, min, max, AosElementAttribute.Fire, 1, 15 ); break;
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case 16: ApplyAttribute( resists, min, max, AosElementAttribute.Cold, 1, 15 ); break;
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case 17: ApplyAttribute( resists, min, max, AosElementAttribute.Poison, 1, 15 ); break;
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case 18: ApplyAttribute( resists, min, max, AosElementAttribute.Energy, 1, 15 ); break;
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}
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}
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}
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@ -598,7 +595,6 @@ namespace Server.Items
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AosSkillBonuses skills = jewelry.SkillBonuses;
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m_Props.SetAll( false );
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m_Props.Set(0, true); // no lower stat requirements for weapons
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for ( int i = 0; i < attributeCount; ++i )
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{
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@ -651,7 +647,6 @@ namespace Server.Items
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AosSkillBonuses skills = spellbook.SkillBonuses;
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m_Props.SetAll( false );
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m_Props.Set(0, true); // no lower stat requirements for weapons
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for ( int i = 0; i < attributeCount; ++i )
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{
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