ModernUO/Scripts/Items/Skill Items/Tools/BaseRunicTool.cs
Vorspire 1e5bc72366 Infinite Loop Breakout
There is a very rare potential, mostly in custom situations, for the 'BaseRunicTool' 'ApplySkillBonus' method to cause the server to become unresponsive.
The reason for this is that, if you call the method on a 'Spellbook' which already has all 4 of the skills listed by default in 'm_PossibleSpellbookSkills', then 'found' is always true.

This issue has been reproduced on a shard that calls 'ApplySkillBonus' more than once when crafting 'Spellbooks'; the rarity is that the 'ApplyAttributesTo' method may call the 'ApplySkillBonus' more than once; the off-chance of 5 consecutive calls, where each preceding call applies one unique skill of the 'possibleSkills', would result in the 5th call entering the deadlock state.

The fix is quite simple, evaluate the 'count' in the while statement and decrement it for each skill that is checked; removing each skill from the 'possibleSkills' list as they are checked, to prevent them being checked multiple times due to the random indices selection.
2015-07-21 00:45:43 +01:00

690 lines
26 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
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 )
{
List<SkillName> possibleSkills = new List<SkillName>( 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-- )];
possibleSkills.Remove(sk);
for ( int i = 0; !found && i < 5; ++i )
found = ( attrs.GetValues( i, out check, out bonus ) && 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;
}
}
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, chaos, direct;
weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
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
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;
}
}
}
}
}