using System; using System.Collections; using System.Collections.Generic; namespace Server.Items { public abstract class BaseRunicTool : BaseTool { private const int MaxProperties = 32; private static bool m_IsRunicTool; private static int m_LuckChance; private static SkillName[] m_PossibleBonusSkills = { 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 = { SkillName.Magery, SkillName.Meditation, SkillName.EvalInt, SkillName.MagicResist }; private static BitArray m_Props = new BitArray(MaxProperties); private static int[] m_Possible = new int[MaxProperties]; private CraftResource m_Resource; 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) { } [CommandProperty(AccessLevel.GameMaster)] public CraftResource Resource { get => m_Resource; set { m_Resource = value; Hue = CraftResources.GetHue(m_Resource); InvalidateProperties(); } } public override void Serialize(IGenericWriter writer) { base.Serialize(writer); writer.Write(0); // version writer.Write((int)m_Resource); } public override void Deserialize(IGenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: { m_Resource = (CraftResource)reader.ReadInt(); break; } } } 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, int scale = 1) { 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 void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high) { List possibleSkills = new List(attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills); int count = Core.SE ? possibleSkills.Count : possibleSkills.Count - 2; SkillName sk; bool found; do { found = false; sk = possibleSkills[Utility.Random(count--)]; possibleSkills.Remove(sk); for (int i = 0; !found && i < 5; ++i) found = attrs.GetValues(i, out SkillName check, out _) && check == sk; } while (found && count > 0); 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; } } 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); 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) { weapon.GetDamageTypes(null, out int phys, out _, out _, out _, out _, out _, out _); int totalDamage = phys; AosElementAttribute[] attrs = { 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(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); 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 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, 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; } } } } }