using System; using System.Collections; namespace Server.Items { public abstract class BaseRunicTool : BaseTool { private CraftResource m_Resource; [CommandProperty( AccessLevel.GameMaster )] public CraftResource Resource { get{ return m_Resource; } set{ m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); InvalidateProperties(); } } public BaseRunicTool( CraftResource resource, int itemID ) : base( itemID ) { m_Resource = resource; } public BaseRunicTool( CraftResource resource, int uses, int itemID ) : base( uses, itemID ) { m_Resource = resource; } public BaseRunicTool( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version writer.Write( (int) m_Resource ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 0: { m_Resource = (CraftResource)reader.ReadInt(); break; } } } private static bool m_IsRunicTool; private static int m_LuckChance; private static int Scale( int min, int max, int low, int high ) { int percent; if ( m_IsRunicTool ) { percent = Utility.RandomMinMax( min, max ); } else { // Behold, the worst system ever! int v = Utility.RandomMinMax( 0, 10000 ); v = (int) Math.Sqrt( v ); v = 100 - v; if ( LootPack.CheckLuck( m_LuckChance ) ) v += 10; if ( v < min ) v = min; else if ( v > max ) v = max; percent = v; } int scaledBy = Math.Abs( high - low ) + 1; if ( scaledBy != 0 ) scaledBy = 10000 / scaledBy; percent *= (10000 + scaledBy); return low + (((high - low) * percent) / 1000001); } private static void ApplyAttribute( AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high ) { ApplyAttribute( attrs, min, max, attr, low, high, 1 ); } private static void ApplyAttribute( AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high, int scale ) { if ( attr == AosAttribute.CastSpeed ) attrs[attr] += Scale( min, max, low / scale, high / scale ) * scale; else attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale; if ( attr == AosAttribute.SpellChanneling ) attrs[AosAttribute.CastSpeed] -= 1; } private static void ApplyAttribute( AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high ) { attrs[attr] = Scale( min, max, low, high ); } private static void ApplyAttribute( AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low, int high, int scale ) { attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale; } private static void ApplyAttribute( AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high ) { attrs[attr] = Scale( min, max, low, high ); } private static void ApplyAttribute( AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low, int high, int scale ) { attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale; } private static void ApplyAttribute( AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high ) { attrs[attr] = Scale( min, max, low, high ); } private static void ApplyAttribute( AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low, int high, int scale ) { attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale; } private static SkillName[] m_PossibleBonusSkills = new SkillName[] { SkillName.Swords, SkillName.Fencing, SkillName.Macing, SkillName.Archery, SkillName.Wrestling, SkillName.Parry, SkillName.Tactics, SkillName.Anatomy, SkillName.Healing, SkillName.Magery, SkillName.Meditation, SkillName.EvalInt, SkillName.MagicResist, SkillName.AnimalTaming, SkillName.AnimalLore, SkillName.Veterinary, SkillName.Musicianship, SkillName.Provocation, SkillName.Discordance, SkillName.Peacemaking, SkillName.Chivalry, SkillName.Focus, SkillName.Necromancy, SkillName.Stealing, SkillName.Stealth, SkillName.SpiritSpeak, SkillName.Bushido, SkillName.Ninjitsu }; private static SkillName[] m_PossibleSpellbookSkills = new SkillName[] { SkillName.Magery, SkillName.Meditation, SkillName.EvalInt, SkillName.MagicResist }; private static void ApplySkillBonus( AosSkillBonuses attrs, int min, int max, int index, int low, int high ) { SkillName[] possibleSkills = ( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills ); int count = ( Core.SE ? possibleSkills.Length : possibleSkills.Length - 2 ); SkillName sk, check; double bonus; bool found; do { found = false; sk = possibleSkills[Utility.Random( count )]; for ( int i = 0; !found && i < 5; ++i ) found = ( attrs.GetValues( i, out check, out bonus ) && check == sk ); } while ( found ); attrs.SetValues( index, sk, Scale( min, max, low, high ) ); } private static void ApplyResistance( BaseArmor ar, int min, int max, ResistanceType res, int low, int high ) { switch ( res ) { case ResistanceType.Physical: ar.PhysicalBonus += Scale( min, max, low, high ); break; case ResistanceType.Fire: ar.FireBonus += Scale( min, max, low, high ); break; case ResistanceType.Cold: ar.ColdBonus += Scale( min, max, low, high ); break; case ResistanceType.Poison: ar.PoisonBonus += Scale( min, max, low, high ); break; case ResistanceType.Energy: ar.EnergyBonus += Scale( min, max, low, high ); break; } } private const int MaxProperties = 32; private static BitArray m_Props = new BitArray( MaxProperties ); private static int[] m_Possible = new int[MaxProperties]; public static int GetUniqueRandom( int count ) { int avail = 0; for ( int i = 0; i < count; ++i ) { if ( !m_Props[i] ) m_Possible[avail++] = i; } if ( avail == 0 ) return -1; int v = m_Possible[Utility.Random( avail )]; m_Props.Set( v, true ); return v; } public void ApplyAttributesTo( BaseWeapon weapon ) { CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource ); if ( resInfo == null ) return; CraftAttributeInfo attrs = resInfo.AttributeInfo; if ( attrs == null ) return; int attributeCount = Utility.RandomMinMax( attrs.RunicMinAttributes, attrs.RunicMaxAttributes ); int min = attrs.RunicMinIntensity; int max = attrs.RunicMaxIntensity; ApplyAttributesTo( weapon, true, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseWeapon weapon, int attributeCount, int min, int max ) { ApplyAttributesTo( weapon, false, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseWeapon weapon, bool isRunicTool, int luckChance, int attributeCount, int min, int max ) { m_IsRunicTool = isRunicTool; 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 for ( int i = 0; i < attributeCount; ++i ) { int random = GetUniqueRandom( 25 ); 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: ApplyAttribute( primary, min, max, AosAttribute.WeaponDamage, 1, 50 ); 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, 50, 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, 50, 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: GetElementalDamages( weapon ); break; } } } public static void GetElementalDamages( BaseWeapon weapon ) { GetElementalDamages( weapon, true ); } public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder ) { int fire, phys, cold, nrgy, pois; weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy ); int totalDamage = phys; AosElementAttribute[] attrs = new AosElementAttribute[] { AosElementAttribute.Cold, AosElementAttribute.Energy, AosElementAttribute.Fire, AosElementAttribute.Poison }; if( randomizeOrder ) { for( int i = 0; i < attrs.Length; i++ ) { int rand = Utility.Random( attrs.Length ); AosElementAttribute temp = attrs[i]; attrs[i] = attrs[rand]; attrs[rand] = temp; } } /* totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage ); totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage ); totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage ); totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage ); weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage; * */ for( int i = 0; i < attrs.Length; i++ ) totalDamage = AssignElementalDamage( weapon, attrs[i], totalDamage ); //Order is Cold, Energy, Fire, Poison -> Physical left //Cannot be looped, AoselementAttribute is 'out of order' weapon.Hue = weapon.GetElementalDamageHue(); } private static int AssignElementalDamage( BaseWeapon weapon, AosElementAttribute attr, int totalDamage ) { if( totalDamage <= 0 ) return 0; int random = Utility.Random( (int)(totalDamage/10) + 1 ) * 10; weapon.AosElementDamages[attr] = random; return (totalDamage - random); } public static SlayerName GetRandomSlayer() { // TODO: Check random algorithm on OSI SlayerGroup[] groups = SlayerGroup.Groups; if ( groups.Length == 0 ) return SlayerName.None; SlayerGroup group = groups[Utility.Random( groups.Length -1 )]; //-1 To Exclude the Fey Slayer which appears ONLY on a certain artifact. SlayerEntry entry; if ( 10 > Utility.Random( 100 ) ) // 10% chance to do super slayer { entry = group.Super; } else { SlayerEntry[] entries = group.Entries; if ( entries.Length == 0 ) return SlayerName.None; entry = entries[Utility.Random( entries.Length )]; } return entry.Name; } public void ApplyAttributesTo( BaseArmor armor ) { CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource ); if ( resInfo == null ) return; CraftAttributeInfo attrs = resInfo.AttributeInfo; if ( attrs == null ) return; int attributeCount = Utility.RandomMinMax( attrs.RunicMinAttributes, attrs.RunicMaxAttributes ); int min = attrs.RunicMinIntensity; int max = attrs.RunicMaxIntensity; ApplyAttributesTo( armor, true, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseArmor armor, int attributeCount, int min, int max ) { ApplyAttributesTo( armor, false, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseArmor armor, bool isRunicTool, int luckChance, int attributeCount, int min, int max ) { m_IsRunicTool = isRunicTool; 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 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: 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, int attributeCount, int min, int max ) { ApplyAttributesTo( hat, false, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseHat hat, bool isRunicTool, int luckChance, int attributeCount, int min, int max ) { m_IsRunicTool = isRunicTool; 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( BaseJewel jewelry, int attributeCount, int min, int max ) { ApplyAttributesTo( jewelry, false, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( BaseJewel jewelry, bool isRunicTool, int luckChance, int attributeCount, int min, int max ) { m_IsRunicTool = isRunicTool; 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( Spellbook spellbook, int attributeCount, int min, int max ) { ApplyAttributesTo( spellbook, false, 0, attributeCount, min, max ); } public static void ApplyAttributesTo( Spellbook spellbook, bool isRunicTool, int luckChance, int attributeCount, int min, int max ) { m_IsRunicTool = isRunicTool; m_LuckChance = luckChance; AosAttributes primary = spellbook.Attributes; AosSkillBonuses skills = spellbook.SkillBonuses; m_Props.SetAll( false ); for ( int i = 0; i < attributeCount; ++i ) { int random = GetUniqueRandom( 16 ); if ( random == -1 ) break; switch ( random ) { case 0: case 1: case 2: case 3: { ApplyAttribute( primary, min, max, AosAttribute.BonusInt, 1, 8 ); for ( int j = 0; j < 4; ++j ) m_Props.Set( j, true ); break; } case 4: ApplyAttribute( primary, min, max, AosAttribute.BonusMana, 1, 8 ); break; case 5: ApplyAttribute( primary, min, max, AosAttribute.CastSpeed, 1, 1 ); break; case 6: ApplyAttribute( primary, min, max, AosAttribute.CastRecovery, 1, 3 ); break; case 7: ApplyAttribute( primary, min, max, AosAttribute.SpellDamage, 1, 12 ); break; case 8: ApplySkillBonus( skills, min, max, 0, 1, 15 ); break; case 9: ApplySkillBonus( skills, min, max, 1, 1, 15 ); break; case 10: ApplySkillBonus( skills, min, max, 2, 1, 15 ); break; case 11: ApplySkillBonus( skills, min, max, 3, 1, 15 ); break; case 12: ApplyAttribute( primary, min, max, AosAttribute.LowerRegCost, 1, 20 ); break; case 13: ApplyAttribute( primary, min, max, AosAttribute.LowerManaCost, 1, 8 ); break; case 14: ApplyAttribute( primary, min, max, AosAttribute.RegenMana, 1, 2 ); break; case 15: spellbook.Slayer = GetRandomSlayer(); break; } } } } }