Converts 113 [SerializableProperty] members whose setters only coerce the value, reject it, or run post-change side effects into plain [SerializableField] declarations using allowFieldChange and fieldChanged. Wire- and schema-neutral: the migration schema regeneration produces zero changes. Kept as hand-written properties: custom getters (fallback defaults, lazy or self-healing reads), virtual/override members, pre-assignment state capture (durability unscale/scale sandwiches), and setters with exotic semantics (work on equal assignment, early returns that skip persistence). Behavioral notes: generated setters skip all work when the incoming value equals the field, and always MarkDirty on change - a handful of converted setters previously never marked dirty (their changes only persisted if something else dirtied the entity) or re-ran side effects on equal assignment. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1190 lines
38 KiB
C#
1190 lines
38 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(1, false)]
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public abstract partial class BaseRunicTool : BaseTool
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{
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private const int MaxProperties = 32;
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private static bool m_IsRunicTool;
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private static int m_LuckChance;
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private static readonly SkillName[] m_PossibleBonusSkills =
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{
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking,
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak,
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SkillName.Bushido,
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SkillName.Ninjitsu
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};
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private static readonly SkillName[] m_PossibleSpellbookSkills =
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{
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist
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};
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private static readonly BitArray m_Props = new(MaxProperties);
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private static readonly int[] m_Possible = new int[MaxProperties];
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public BaseRunicTool(CraftResource resource, int itemID) : base(itemID) => _resource = resource;
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public BaseRunicTool(CraftResource resource, int uses, int itemID) : base(uses, itemID) => _resource = resource;
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[SerializableField(0, fieldChanged: nameof(OnResourceChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private CraftResource _resource;
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private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
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{
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Hue = CraftResources.GetHue(_resource);
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_resource = (CraftResource)reader.ReadInt();
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}
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private static int Scale(int min, int max, int low, int high)
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{
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int percent;
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if (m_IsRunicTool)
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{
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percent = Utility.RandomMinMax(min, max);
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}
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else
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{
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// Behold, the worst system ever!
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var v = Utility.RandomMinMax(0, 10000);
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v = (int)Math.Sqrt(v);
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v = 100 - v;
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if (LootPack.CheckLuck(m_LuckChance))
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{
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v += 10;
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}
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if (v < min)
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{
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v = min;
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}
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else if (v > max)
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{
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v = max;
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}
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percent = v;
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}
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percent *= 10000 + 10000 / ((high - low).Abs() + 1);
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return low + (high - low) * percent / 1000001;
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}
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private static void ApplyAttribute(
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AosAttributes attrs, int min, int max, AosAttribute attr, int low, int high,
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int scale = 1
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)
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{
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if (attr == AosAttribute.CastSpeed)
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{
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attrs[attr] += Scale(min, max, low / scale, high / scale) * scale;
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}
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else
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{
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attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
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}
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if (attr == AosAttribute.SpellChanneling)
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{
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attrs[AosAttribute.CastSpeed] -= 1;
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}
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}
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private static void ApplyAttribute(
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AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low,
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int high
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)
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{
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attrs[attr] = Scale(min, max, low, high);
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}
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private static void ApplyAttribute(
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AosArmorAttributes attrs, int min, int max, AosArmorAttribute attr, int low,
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int high, int scale
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)
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{
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attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
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}
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private static void ApplyAttribute(
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AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low,
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int high
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)
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{
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attrs[attr] = Scale(min, max, low, high);
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}
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private static void ApplyAttribute(
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AosWeaponAttributes attrs, int min, int max, AosWeaponAttribute attr, int low,
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int high, int scale
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)
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{
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attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
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}
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private static void ApplyAttribute(
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AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low,
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int high
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)
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{
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attrs[attr] = Scale(min, max, low, high);
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}
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private static void ApplyAttribute(
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AosElementAttributes attrs, int min, int max, AosElementAttribute attr, int low,
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int high, int scale
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)
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{
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attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
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}
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private static void ApplySkillBonus(AosSkillBonuses attrs, int min, int max, int index, int low, int high)
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{
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var isSpellBook = attrs.Owner is Spellbook;
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var possibleSkills =
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new List<SkillName>(isSpellBook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills);
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var count = Core.SE || isSpellBook ? possibleSkills.Count : possibleSkills.Count - 2;
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SkillName sk;
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bool found;
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do
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{
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found = false;
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sk = possibleSkills[Utility.Random(count--)];
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possibleSkills.Remove(sk);
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for (var i = 0; !found && i < 5; ++i)
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{
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found = attrs.GetValues(i, out var check, out _) && check == sk;
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}
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} while (found && count > 0);
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attrs.SetValues(index, sk, Scale(min, max, low, high));
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}
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private static void ApplyResistance(BaseArmor ar, int min, int max, ResistanceType res, int low, int high)
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{
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switch (res)
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{
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case ResistanceType.Physical:
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{
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ar.PhysicalBonus += Scale(min, max, low, high);
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break;
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}
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case ResistanceType.Fire:
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{
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ar.FireBonus += Scale(min, max, low, high);
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break;
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}
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case ResistanceType.Cold:
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{
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ar.ColdBonus += Scale(min, max, low, high);
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break;
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}
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case ResistanceType.Poison:
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{
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ar.PoisonBonus += Scale(min, max, low, high);
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break;
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}
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case ResistanceType.Energy:
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{
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ar.EnergyBonus += Scale(min, max, low, high);
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break;
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}
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}
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}
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public static int GetUniqueRandom(int count)
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{
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var avail = 0;
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for (var i = 0; i < count; ++i)
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{
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if (!m_Props[i])
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{
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m_Possible[avail++] = i;
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}
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}
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if (avail == 0)
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{
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return -1;
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}
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var v = m_Possible[Utility.Random(avail)];
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m_Props.Set(v, true);
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return v;
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}
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public void ApplyAttributesTo(BaseWeapon weapon)
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{
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var resInfo = CraftResources.GetInfo(_resource);
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var attrs = resInfo?.AttributeInfo;
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if (attrs == null)
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{
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return;
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}
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var attributeCount = Utility.RandomMinMax(attrs.RunicMinAttributes, attrs.RunicMaxAttributes);
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var min = attrs.RunicMinIntensity;
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var max = attrs.RunicMaxIntensity;
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ApplyAttributesTo(weapon, true, 0, attributeCount, min, max);
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}
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public static void ApplyAttributesTo(BaseWeapon weapon, int attributeCount, int min, int max)
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{
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ApplyAttributesTo(weapon, false, 0, attributeCount, min, max);
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}
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public static void ApplyAttributesTo(
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BaseWeapon weapon, bool isRunicTool, int luckChance, int attributeCount,
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int min, int max
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)
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{
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m_IsRunicTool = isRunicTool;
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m_LuckChance = luckChance;
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var primary = weapon.Attributes;
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var secondary = weapon.WeaponAttributes;
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m_Props.SetAll(false);
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if (weapon is BaseRanged)
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{
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m_Props.Set(2, true); // ranged weapons cannot be ubws or mageweapon
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}
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for (var i = 0; i < attributeCount; ++i)
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{
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var random = GetUniqueRandom(25);
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if (random == -1)
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{
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break;
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}
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switch (random)
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{
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case 0:
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{
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switch (Utility.Random(5))
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{
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case 0:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPhysicalArea, 2, 50, 2);
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break;
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}
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case 1:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireArea, 2, 50, 2);
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break;
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}
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case 2:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitColdArea, 2, 50, 2);
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break;
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}
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case 3:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitPoisonArea, 2, 50, 2);
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break;
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}
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case 4:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitEnergyArea, 2, 50, 2);
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break;
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}
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}
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break;
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}
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case 1:
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{
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switch (Utility.Random(4))
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{
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case 0:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitMagicArrow, 2, 50, 2);
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break;
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}
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case 1:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitHarm, 2, 50, 2);
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break;
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}
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case 2:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitFireball, 2, 50, 2);
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break;
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}
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case 3:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLightning, 2, 50, 2);
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break;
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}
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}
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break;
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}
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case 2:
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{
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switch (Utility.Random(2))
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{
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case 0:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.UseBestSkill, 1, 1);
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break;
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}
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case 1:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.MageWeapon, 1, 10);
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break;
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}
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}
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break;
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}
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case 3:
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{
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ApplyAttribute(primary, min, max, AosAttribute.WeaponDamage, 1, 50);
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break;
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}
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case 4:
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{
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ApplyAttribute(primary, min, max, AosAttribute.DefendChance, 1, 15);
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break;
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}
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case 5:
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{
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ApplyAttribute(primary, min, max, AosAttribute.CastSpeed, 1, 1);
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break;
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}
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case 6:
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{
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ApplyAttribute(primary, min, max, AosAttribute.AttackChance, 1, 15);
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break;
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}
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case 7:
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{
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ApplyAttribute(primary, min, max, AosAttribute.Luck, 1, 100);
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break;
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}
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case 8:
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{
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ApplyAttribute(primary, min, max, AosAttribute.WeaponSpeed, 5, 30, 5);
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break;
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}
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case 9:
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{
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ApplyAttribute(primary, min, max, AosAttribute.SpellChanneling, 1, 1);
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break;
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}
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case 10:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitDispel, 2, 50, 2);
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break;
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}
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case 11:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechHits, 2, 50, 2);
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break;
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}
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case 12:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerAttack, 2, 50, 2);
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break;
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}
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case 13:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLowerDefend, 2, 50, 2);
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break;
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}
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case 14:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechMana, 2, 50, 2);
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break;
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}
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case 15:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.HitLeechStam, 2, 50, 2);
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break;
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}
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case 16:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.LowerStatReq, 10, 100, 10);
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break;
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}
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case 17:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPhysicalBonus, 1, 15);
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break;
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}
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case 18:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistFireBonus, 1, 15);
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break;
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}
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case 19:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistColdBonus, 1, 15);
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break;
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}
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case 20:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistPoisonBonus, 1, 15);
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break;
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}
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case 21:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.ResistEnergyBonus, 1, 15);
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break;
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}
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case 22:
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{
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ApplyAttribute(secondary, min, max, AosWeaponAttribute.DurabilityBonus, 10, 100, 10);
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break;
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}
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case 23:
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{
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weapon.Slayer = GetRandomSlayer();
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break;
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}
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case 24:
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{
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GetElementalDamages(weapon);
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break;
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}
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}
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}
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}
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public static void GetElementalDamages(BaseWeapon weapon)
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{
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GetElementalDamages(weapon, true);
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}
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public static void GetElementalDamages(BaseWeapon weapon, bool randomizeOrder)
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{
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weapon.GetDamageTypes(null, out var phys, out _, out _, out _, out _, out _, out _);
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var totalDamage = phys;
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AosElementAttribute[] attrs =
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{
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AosElementAttribute.Cold,
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AosElementAttribute.Energy,
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AosElementAttribute.Fire,
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AosElementAttribute.Poison
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};
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if (randomizeOrder)
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{
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for (var i = 0; i < attrs.Length; i++)
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{
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var temp = attrs[i];
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var rand = Utility.Random(attrs.Length);
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attrs[i] = attrs[rand];
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attrs[rand] = temp;
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}
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}
|
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|
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/*
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold, totalDamage );
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy, totalDamage );
|
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire, totalDamage );
|
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totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison, totalDamage );
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weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
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* */
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for (var i = 0; i < attrs.Length; i++)
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{
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totalDamage = AssignElementalDamage(weapon, attrs[i], totalDamage);
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}
|
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|
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// Order is Cold, Energy, Fire, Poison -> Physical left
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// Cannot be looped, AoselementAttribute is 'out of order'
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|
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weapon.Hue = weapon.GetElementalDamageHue();
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}
|
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|
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private static int AssignElementalDamage(BaseWeapon weapon, AosElementAttribute attr, int totalDamage)
|
|
{
|
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if (totalDamage <= 0)
|
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{
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return 0;
|
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}
|
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|
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var random = Utility.Random(totalDamage / 10 + 1) * 10;
|
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weapon.AosElementDamages[attr] = random;
|
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|
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return totalDamage - random;
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}
|
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|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|