using System; using System.Collections; using System.Collections.Generic; using ModernUO.Serialization; namespace Server.Items; [SerializationGenerator(1, false)] public abstract partial class BaseRunicTool : BaseTool { private const int MaxProperties = 32; private static bool m_IsRunicTool; private static int m_LuckChance; private static readonly 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 readonly SkillName[] m_PossibleSpellbookSkills = { SkillName.Magery, SkillName.Meditation, SkillName.EvalInt, SkillName.MagicResist }; private static readonly BitArray m_Props = new(MaxProperties); private static readonly int[] m_Possible = new int[MaxProperties]; public BaseRunicTool(CraftResource resource, int itemID) : base(itemID) => _resource = resource; public BaseRunicTool(CraftResource resource, int uses, int itemID) : base(uses, itemID) => _resource = resource; [SerializableField(0, fieldChanged: nameof(OnResourceChanged))] [SerializedCommandProperty(AccessLevel.GameMaster)] [InvalidateProperties] private CraftResource _resource; private void OnResourceChanged(CraftResource oldValue, CraftResource newValue) { Hue = CraftResources.GetHue(_resource); } private void Deserialize(IGenericReader reader, int version) { _resource = (CraftResource)reader.ReadInt(); } 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! var 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; } percent *= 10000 + 10000 / ((high - low).Abs() + 1); 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) { var isSpellBook = attrs.Owner is Spellbook; var possibleSkills = new List(isSpellBook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills); var count = Core.SE || isSpellBook ? possibleSkills.Count : possibleSkills.Count - 2; SkillName sk; bool found; do { found = false; sk = possibleSkills[Utility.Random(count--)]; possibleSkills.Remove(sk); for (var i = 0; !found && i < 5; ++i) { found = attrs.GetValues(i, out var 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) { var avail = 0; for (var i = 0; i < count; ++i) { if (!m_Props[i]) { m_Possible[avail++] = i; } } if (avail == 0) { return -1; } var v = m_Possible[Utility.Random(avail)]; m_Props.Set(v, true); return v; } public void ApplyAttributesTo(BaseWeapon weapon) { var resInfo = CraftResources.GetInfo(_resource); var attrs = resInfo?.AttributeInfo; if (attrs == null) { return; } var attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes); var min = attrs.RunicMinIntensity; var 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; var primary = weapon.Attributes; var secondary = weapon.WeaponAttributes; m_Props.SetAll(false); if (weapon is BaseRanged) { m_Props.Set(2, true); // ranged weapons cannot be ubws or mageweapon } for (var i = 0; i < attributeCount; ++i) { var 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 var phys, out _, out _, out _, out _, out _, out _); var totalDamage = phys; AosElementAttribute[] attrs = { AosElementAttribute.Cold, AosElementAttribute.Energy, AosElementAttribute.Fire, AosElementAttribute.Poison }; if (randomizeOrder) { for (var i = 0; i < attrs.Length; i++) { var temp = attrs[i]; var rand = Utility.Random(attrs.Length); 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 (var 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; } var random = Utility.Random(totalDamage / 10 + 1) * 10; weapon.AosElementDamages[attr] = random; return totalDamage - random; } public static SlayerName GetRandomSlayer() { // TODO: Check random algorithm on OSI var groups = SlayerGroup.Groups; if (groups.Length == 0) { return SlayerName.None; } // 10% chance of a super - skip fey if (Utility.RandomDouble() < 0.10) { return groups[Utility.Random(groups.Length - 1)].Super.Name; } // Minor slayer - skip fey and undead return groups[Utility.Random(groups.Length - 2)].Entries.RandomElement().Name; } public void ApplyAttributesTo(BaseArmor armor) { var resInfo = CraftResources.GetInfo(_resource); var attrs = resInfo?.AttributeInfo; if (attrs == null) { return; } var attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes); var min = attrs.RunicMinIntensity; var 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; var primary = armor.Attributes; var secondary = armor.ArmorAttributes; m_Props.SetAll(false); var isShield = armor is BaseShield; var baseCount = isShield ? 7 : 20; var 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.RequiredRaces == Race.AllowElvesOnly) { // elves inherently have night sight and elf only armor doesn't get night sight as a mod m_Props.Set(7, true); } for (var i = 0; i < attributeCount; ++i) { var random = GetUniqueRandom(baseCount); if (random == -1) { break; } random += baseOffset; switch (random) { /* Begin Shields */ 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; var primary = hat.Attributes; var secondary = hat.ClothingAttributes; var resists = hat.Resistances; m_Props.SetAll(false); for (var i = 0; i < attributeCount; ++i) { var 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; var primary = jewelry.Attributes; var resists = jewelry.Resistances; var skills = jewelry.SkillBonuses; m_Props.SetAll(false); for (var i = 0; i < attributeCount; ++i) { var 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; var primary = spellbook.Attributes; var skills = spellbook.SkillBonuses; m_Props.SetAll(false); for (var i = 0; i < attributeCount; ++i) { var 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 (var 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; } } } } }