本文整理汇总了C#中GamePlayer.GetCraftingSkillValue方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.GetCraftingSkillValue方法的具体用法?C# GamePlayer.GetCraftingSkillValue怎么用?C# GamePlayer.GetCraftingSkillValue使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.GetCraftingSkillValue方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GainCraftingSkillPoints
/// <summary>
/// Gain a point in the appropriate skills for a recipe and materials
/// </summary>
public override void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
{
if (Util.Chance(CalculateChanceToGainPoint(player, recipe)))
{
if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < subSkillCap)
player.GainCraftingSkill(eCraftingSkill.MetalWorking, 1);
player.Out.SendUpdateCraftingSkills();
}
}
示例2: Interact
public override bool Interact(GamePlayer player)
{
if(base.Interact(player))
{
/* Get primary crafting skill (if any) */
int CraftSkill = 0;
if (player.CraftingPrimarySkill != eCraftingSkill.NoCrafting)
CraftSkill = player.GetCraftingSkillValue(player.CraftingPrimarySkill);
/* Check if level and/or crafting skill let you have a lastname */
if (player.Level < LastnameCommandHandler.LASTNAME_MIN_LEVEL && CraftSkill < LastnameCommandHandler.LASTNAME_MIN_CRAFTSKILL)
SayTo(player, eChatLoc.CL_SystemWindow, LanguageMgr.GetTranslation(player.Client, "NameRegistrar.ReturnToMe", LastnameCommandHandler.LASTNAME_MIN_LEVEL));
else
SayTo(player, eChatLoc.CL_SystemWindow, LanguageMgr.GetTranslation(player.Client, "NameRegistrar.LastName"));
return true;
}
return false;
}
示例3: GetMaterialYield
/// <summary>
/// Return the material yield for this salvage.
/// </summary>
public static int GetMaterialYield(GamePlayer player, InventoryItem item, SalvageYield salvageYield, ItemTemplate rawMaterial)
{
int maxCount = 0;
if (rawMaterial == null)
return 0;
if (ServerProperties.Properties.USE_NEW_SALVAGE)
{
maxCount = GetCountForSalvage(item, salvageYield, rawMaterial);
}
else
{
maxCount = (int)(item.Price * 0.45 / rawMaterial.Price); // crafted item return max 45% of the item value in material
if (item.IsCrafted)
{
maxCount = (int)Math.Ceiling((double)maxCount / 2);
}
}
int playerPercent = player.GetCraftingSkillValue(CraftingMgr.GetSecondaryCraftingSkillToWorkOnItem(item)) * 100 / CraftingMgr.GetItemCraftLevel(item);
if (playerPercent > 100)
{
playerPercent = 100;
}
else if (playerPercent < 75)
{
playerPercent = 75;
}
int minCount = (int)(((maxCount - 1) / 25f) * playerPercent) - ((3 * maxCount) - 4); //75% => min = 1; 100% => min = maxCount;
salvageYield.Count = Util.Random(minCount, maxCount);
return salvageYield.Count;
}
示例4: IsAllowedToBeginWork
/// <summary>
/// Check if the player can begin to salvage an item
/// </summary>
/// <param name="player"></param>
/// <param name="item"></param>
/// <returns></returns>
public static bool IsAllowedToBeginWork(GamePlayer player, InventoryItem item)
{
if (player.InCombat)
{
player.Out.SendMessage("You can't salvage while in combat.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (item.IsNotLosingDur || item.IsIndestructible)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.NoSalvage", item.Name + ". This item is indestructible"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
// using negative numbers to indicate item cannot be salvaged
if (item.SalvageYieldID < 0)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "Salvage.BeginWork.NoSalvage", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if(item.SlotPosition < (int)eInventorySlot.FirstBackpack || item.SlotPosition > (int)eInventorySlot.LastBackpack)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.IsAllowedToBeginWork.BackpackItems"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
eCraftingSkill skill = CraftingMgr.GetSecondaryCraftingSkillToWorkOnItem(item);
if(skill == eCraftingSkill.NoCrafting)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.NoSalvage", item.Name + ". You do not have the required secondary skill"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (player.IsCrafting)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.IsAllowedToBeginWork.EndCurrentAction"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (player.GetCraftingSkillValue(skill) < (0.75 * CraftingMgr.GetItemCraftLevel(item)))
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.IsAllowedToBeginWork.NotEnoughSkill", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
return true;
}
示例5: GetQuality
/// <summary>
/// Calculate crafted item quality
/// </summary>
private int GetQuality(GamePlayer player, DBCraftedItem item)
{
// 2% chance to get masterpiece, 1:6 chance to get 94-99%, if legendary or if grey con
// otherwise moving the most load towards 94%, the higher the item con to the crafter skill
//1.87 patch raises min quality to 96%
// legendary
if (player.GetCraftingSkillValue(m_eskill) >= 1000)
{
if (Util.Chance(2))
{
return 100; // 2% chance for master piece
}
return 96 + Util.Random(3);
}
int delta = GetItemCon(player.GetCraftingSkillValue(m_eskill), item.CraftingLevel);
if (delta < -2)
{
if (Util.Chance(2))
return 100; // grey items get 2% chance to be master piece
return 96 + Util.Random(3); // handle grey items like legendary
}
// this is a type of roulette selection, imagine a roulette wheel where all chances get different sized
// fields where the ball can drop, the bigger the field, the bigger the chance
// field size is modulated by item con and can be also 0
// possible chance allocation scheme for yellow item
// 99:
// 98:
// 97: o
// 96: oo
// where one 'o' marks 100 size, this example results in 10% chance for yellow items to be 97% quality
delta = delta * 100;
int[] chancePart = new int[4]; // index ranges from 96%(0) to 99%(5)
int sum = 0;
for (int i = 0; i < 4; i++)
{
chancePart[i] = Math.Max((4 - i) * 100 - delta, 0); // 0 minimum
sum += chancePart[i];
}
// selection
int rand = Util.Random(sum);
for (int i = 3; i >= 0; i--)
{
if (rand < chancePart[i])
return 96 + i;
rand -= chancePart[i];
}
// if something still not clear contact Thrydon/Blue
return 96;
}
示例6: GetCraftingTime
/// <summary>
/// Calculate crafting time
/// </summary>
public virtual int GetCraftingTime(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
{
double baseMultiplier = (recipe.CraftingLevel / 100) + 1;
ushort materialsCount = 0;
foreach (DBCraftedXItem material in rawMaterials)
{
materialsCount += (ushort)material.Count;
}
int craftingTime = (int)(baseMultiplier * materialsCount / 4);
// Player does check for capital city bonus as well
craftingTime = (int)(craftingTime / player.CraftingSpeed);
//keep bonuses reduction in crafting time
if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_5, (eRealm)player.Realm))
craftingTime = (int)(craftingTime / 1.05);
else if (Keeps.KeepBonusMgr.RealmHasBonus(DOL.GS.Keeps.eKeepBonusType.Craft_Timers_3, (eRealm)player.Realm))
craftingTime = (int)(craftingTime / 1.03);
int con = GetItemCon(player.GetCraftingSkillValue(m_eskill), recipe.CraftingLevel);
double mod = 1.0;
switch (con)
{
case -3:
mod = 0.4;
break;
case -2:
mod = 0.6;
break;
case -1:
mod = 0.8;
break;
case 0:
mod = 1.0;
break;
case 1:
mod = 1.0;
break;
case 2:
mod = 1.0;
break;
case 3:
mod = 1.0;
break;
}
craftingTime = (int)(craftingTime * mod);
if (craftingTime < 1)
craftingTime = 1;
return craftingTime;
}
示例7: PreFireChecks
public bool PreFireChecks(GamePlayer player, GameLiving obj)
{
if (obj == null)
return false;
if (player.Realm != obj.Realm)
return false;
if (player.Client.Account.PrivLevel > (int)ePrivLevel.Player)
return true;
if ((obj as GameLiving).InCombat)
{
DisplayMessage(player, "You can't repair object while it is under attack!");
return false;
}
if (obj is GameKeepDoor)
{
GameKeepDoor doorcomponent = obj as GameKeepDoor;
if (doorcomponent.Component.AbstractKeep.InCombat)
{
DisplayMessage(player, "You can't repair the keep door while keep is under attack!");
return false;
}
}
if (obj is IKeepItem)
{
if (obj.CurrentRegion.Time - obj.LastAttackedByEnemyTick <= 60 * 1000)
{
DisplayMessage(player, "You can't repair the keep component while it is under attack!");
return false;
}
}
if ((obj as GameLiving).HealthPercent == 100)
{
DisplayMessage(player, "The component is already at full health!");
return false;
}
if (obj is GameKeepComponent)
{
GameKeepComponent component = obj as GameKeepComponent;
if (component.IsRaized)
{
DisplayMessage(player, "You cannot repair a raized tower!");
return false;
}
}
if (player.IsCrafting)
{
DisplayMessage(player, "You must end your current action before you repair anything!");
return false;
}
if (player.IsMoving)
{
DisplayMessage(player, "You can't repair while moving");
return false;
}
if (!player.IsAlive)
{
DisplayMessage(player, "You can't repair while dead.");
return false;
}
if (player.IsSitting)
{
DisplayMessage(player, "You can't repair while sitting.");
return false;
}
if (player.InCombat)
{
DisplayMessage(player, "You can't repair while in combat.");
return false;
}
if (!player.IsWithinRadius(obj, WorldMgr.INTERACT_DISTANCE))
{
DisplayMessage(player, "You are too far away to repair this component.");
return false;
}
int repairamount = (GetTotalWoodForLevel(obj.Level) / 100) * 15;
int playerswood = CalculatePlayersWood(player, 0);
if (playerswood < repairamount)
{
DisplayMessage(player, "You need another " + (repairamount - playerswood) + " units of wood!");
return false;
}
if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < 1)
{
DisplayMessage(player, "You need woodworking skill to repair.");
return false;
}
player.Stealth(false);
//.........这里部分代码省略.........
示例8: CalculateChanceToOverchargeItem
/// <summary>
/// Get the sucess chance to overcharge the item
/// </summary>
/// <param name="player"></param>
/// <param name="item"></param>
/// <param name="maxBonusLevel"></param>
/// <param name="bonusLevel"></param>
/// <returns></returns>
protected int CalculateChanceToOverchargeItem(GamePlayer player, InventoryItem item, int maxBonusLevel, int bonusLevel)
{
// Luhz Crafting Update:
// Overcharge success rate is now dependent only on item quality, points overcharged, and spellcrafter skill.
// This formula is taken from Kort's Spellcrafting Calculator, which appears to be correct (for 1.87). Much Thanks!
if(bonusLevel - maxBonusLevel > 5) return 0;
if(bonusLevel - maxBonusLevel < 0) return 100;
try {
int success = 34 + ItemQualOCModifiers[item.Quality - 94];
success -= OCStartPercentages[bonusLevel-maxBonusLevel];
int skillbonus = (player.GetCraftingSkillValue(eCraftingSkill.SpellCrafting) / 10);
if (skillbonus > 100)
skillbonus = 100;
success += skillbonus;
int fudgefactor = (int)(100.0 * ((skillbonus / 100.0 - 1.0) * (OCStartPercentages[bonusLevel-maxBonusLevel] / 200.0)));
success += fudgefactor;
if (success > 100)
success = 100;
return success;
}
catch(Exception)
{
// Array access exception: someone is trying to imbue 100 < item.Quality < 94
// Probably a GM or someone testing; I suppose we should just let them.
return 100;
}
}
示例9: CheckSecondCraftingSkillRequirement
/// <summary>
/// Check if the player has enough secondary crafting skill to build the item
/// </summary>
/// <param name="player"></param>
/// <param name="recipe"></param>
/// <returns></returns>
public virtual bool CheckSecondCraftingSkillRequirement(GamePlayer player, DBCraftedItem recipe, ItemTemplate itemToCraft, IList<DBCraftedXItem> rawMaterials)
{
int minimumLevel = GetSecondaryCraftingSkillMinimumLevel(recipe, itemToCraft);
if (minimumLevel <= 0)
return true; // no requirement needed
foreach (DBCraftedXItem material in rawMaterials)
{
ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);
if (template == null)
{
player.Out.SendMessage("Can't find a material (" + material.IngredientId_nb + ") needed for recipe.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
log.Error("Cannot find raw material ItemTemplate: " + material.IngredientId_nb + ") needed for recipe: " + recipe.CraftedItemID);
return false;
}
switch (template.Model)
{
case 522: //"cloth square"
case 537: //"heavy thread"
{
if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < minimumLevel)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoClothworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
break;
}
case 521: //"leather square"
{
if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < minimumLevel)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoLeathercraftingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
break;
}
case 519: //"metal bars"
{
if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < minimumLevel)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoMetalworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
break;
}
case 520: //"wooden boards"
{
if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < minimumLevel)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.CheckSecondCraftingSkillRequirement.NoWoodworkingSkill", minimumLevel, template.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
break;
}
}
}
return true;
}
示例10: CalculateSuccessChances
/// <summary>
/// Calculate the chance of sucess
/// </summary>
protected static int CalculateSuccessChances(GamePlayer player, GameSiegeWeapon siegeWeapon)
{
player.GetCraftingSkillValue(eCraftingSkill.WoodWorking);
int chancePercent = 90 - 50 / player.GetCraftingSkillValue(eCraftingSkill.WoodWorking);
if (chancePercent > 100)
chancePercent = 100;
else if (chancePercent < 0)
chancePercent = 0;
return chancePercent;
}
示例11: GenerateNPCItem
/// <summary>
/// Generate an Item random Named for NPC Drop
/// </summary>
/// <param name="player">Level of Generated Item</param>
/// <returns>A Generated NPC Item</returns>
public static ItemTemplate GenerateNPCItem(GamePlayer player)
{
int mediumCraftingLevel = player.GetCraftingSkillValue(player.CraftingPrimarySkill) + 20;
int lowLevel = mediumCraftingLevel - 20;
int highLevel = mediumCraftingLevel + 20;
var craftitem = GameServer.Database.SelectObjects<DBCraftedItem>("`CraftingSkillType` = @CraftingSkillType AND `CraftingLevel` > @CraftingLevelLow AND `CraftingLevel` < @CraftingLevelHigh", new[] { new QueryParameter("@CraftingSkillType", (int)player.CraftingPrimarySkill), new QueryParameter("@CraftingLevelLow", lowLevel), new QueryParameter("@CraftingLevelHigh", highLevel) });
int craftrnd = Util.Random(craftitem.Count);
ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(craftitem[craftrnd].Id_nb);
return template;
}
示例12: IsAllowedToBeginWork
/// <summary>
/// Check if the player own can enchant the item
/// </summary>
/// <param name="player"></param>
/// <param name="siegeWeapon"></param>
/// <param name="percentNeeded">min 50 max 100</param>
/// <returns></returns>
public static bool IsAllowedToBeginWork(GamePlayer player, GameSiegeWeapon siegeWeapon, int percentNeeded)
{
if (player.GetCraftingSkillValue(eCraftingSkill.WeaponCrafting) < 301)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Repair.IsAllowedToBeginWork.WeaponCrafter"), eChatType.CT_Say, eChatLoc.CL_SystemWindow);
return false;
}
if (player.IsCrafting)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Repair.IsAllowedToBeginWork.EndCurrentAction"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (siegeWeapon.Health >= siegeWeapon.MaxHealth)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Repair.IsAllowedToBeginWork.FullyRepaired", siegeWeapon.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
return true;
}
示例13: IsAllowedToCombine
/// <summary>
/// This function is called when player accept the combine
/// </summary>
/// <param name="player"></param>
/// <param name="item"></param>
public override bool IsAllowedToCombine(GamePlayer player, InventoryItem item)
{
if (!base.IsAllowedToCombine(player, item)) return false;
if (((InventoryItem)player.TradeWindow.TradeItems[0]).Model == 525) // first ingredient to combine is Dust => echantement
{
if (item.Level < 15)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client,
"SpellCrafting.IsAllowedToCombine.NoEnchanted"), eChatType.CT_System,
eChatLoc.CL_SystemWindow);
return false;
}
lock (player.TradeWindow.Sync)
{
foreach (InventoryItem materialToCombine in player.TradeWindow.TradeItems)
{
if (materialToCombine.Model != 525)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client,
"SpellCrafting.IsAllowedToCombine.FalseMaterial",
materialToCombine.Name),
eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
}
}
}
else
{
ArrayList bonusToApply = new ArrayList(4);
if (item.Bonus1Type != 0)
{
bonusToApply.Add(item.Bonus1Type);
if (item.Bonus2Type != 0)
{
bonusToApply.Add(item.Bonus2Type);
if (item.Bonus3Type != 0)
{
bonusToApply.Add(item.Bonus3Type);
if (item.Bonus4Type != 0)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.AlreadyImbued", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
}
}
}
lock (player.TradeWindow.Sync)
{
for (int i = 0; i < player.TradeWindow.ItemsCount; i++)
{
InventoryItem currentItem = (InventoryItem)player.TradeWindow.TradeItems[i];
if (currentItem.Object_Type != (int)eObjectType.SpellcraftGem)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.FalseItem"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (bonusToApply.Contains(currentItem.Bonus1Type))
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.NoSameBonus"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (bonusToApply.Count >= 4)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.DifferentTypes", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
bonusToApply.Add(currentItem.Bonus1Type);
}
}
int bonusLevel = GetTotalImbuePoints(player, item);
if (bonusLevel > player.GetCraftingSkillValue(eCraftingSkill.SpellCrafting) / 20)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.NotEnoughSkill"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
if (bonusLevel - GetItemMaxImbuePoints(item) > 5)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "SpellCrafting.IsAllowedToCombine.NoMoreLevels", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return false;
}
}
return true;
//.........这里部分代码省略.........
示例14: GainCraftingSkillPoints
/// <summary>
/// Gain a point in the appropriate skills for a recipe and materials
/// </summary>
public virtual void GainCraftingSkillPoints(GamePlayer player, DBCraftedItem recipe, IList<DBCraftedXItem> rawMaterials)
{
foreach (DBCraftedXItem material in rawMaterials)
{
ItemTemplate template = GameServer.Database.FindObjectByKey<ItemTemplate>(material.IngredientId_nb);
if (template != null)
{
switch (template.Model)
{
case 522: //"cloth square"
case 537: //"heavy thread"
{
if (player.GetCraftingSkillValue(eCraftingSkill.ClothWorking) < subSkillCap)
{
player.GainCraftingSkill(eCraftingSkill.ClothWorking, 1);
}
break;
}
case 521: //"leather square"
{
if (player.GetCraftingSkillValue(eCraftingSkill.LeatherCrafting) < subSkillCap)
{
player.GainCraftingSkill(eCraftingSkill.LeatherCrafting, 1);
}
break;
}
case 519: //"metal bars"
{
if (player.GetCraftingSkillValue(eCraftingSkill.MetalWorking) < subSkillCap)
{
player.GainCraftingSkill(eCraftingSkill.MetalWorking, 1);
}
break;
}
case 520: //"wooden boards"
{
if (player.GetCraftingSkillValue(eCraftingSkill.WoodWorking) < subSkillCap)
{
player.GainCraftingSkill(eCraftingSkill.WoodWorking, 1);
}
break;
}
}
}
}
player.Out.SendUpdateCraftingSkills();
}
示例15: ApplyMagicalDusts
/// <summary>
/// Apply all magical dust
/// </summary>
/// <param name="player"></param>
/// <param name="item"></param>
/// <returns></returns>
private void ApplyMagicalDusts(GamePlayer player, InventoryItem item)
{
int spellCrafterLevel = player.GetCraftingSkillValue(eCraftingSkill.SpellCrafting);
int bonusCap;
if (spellCrafterLevel < 300 || item.Level < 15) bonusCap = 0;
else if (spellCrafterLevel < 400 || item.Level < 20) bonusCap = 5;
else if (spellCrafterLevel < 500 || item.Level < 25) bonusCap = 10;
else if (spellCrafterLevel < 600 || item.Level < 30) bonusCap = 15;
else if (spellCrafterLevel < 700 || item.Level < 35) bonusCap = 20;
else if (spellCrafterLevel < 800 || item.Level < 40) bonusCap = 25;
else if (spellCrafterLevel < 900 || item.Level < 45) bonusCap = 30;
else bonusCap = 35;
player.Inventory.BeginChanges();
int bonusMod = item.Bonus;
lock (player.TradeWindow.Sync)
{
foreach (InventoryItem gemme in player.TradeWindow.TradeItems)
{
switch (gemme.Name)
{
case "coppery imbued dust": bonusMod += 2; break;
case "coppery enchanted dust": bonusMod += 4; break;
case "coppery glowing dust": bonusMod += 6; break;
case "coppery ensorcelled dust": bonusMod += 8; break;
case "silvery imbued dust": bonusMod += 10; break;
case "silvery enchanted dust": bonusMod += 12; break;
case "silvery glowing dust": bonusMod += 14; break;
case "silvery ensorcelled dust": bonusMod += 16; break;
case "golden imbued dust": bonusMod += 18; break;
case "golden enchanted dust": bonusMod += 20; break;
case "golden glowing dust": bonusMod += 22; break;
case "golden ensorcelled dust": bonusMod += 24; break;
case "mithril imbued dust": bonusMod += 26; break;
case "mithril enchanted dust": bonusMod += 28; break;
case "mithril glowing dust": bonusMod += 30; break;
case "mithril ensorcelled dust": bonusMod += 32; break;
case "platinum imbued dust": bonusMod += 34; break;
case "platinum enchanted dust": bonusMod += 36; break;
case "platinum glowing dust": bonusMod += 38; break;
case "platinum ensorcelled dust": bonusMod += 40; break;
}
player.Inventory.RemoveCountFromStack(gemme, 1);
InventoryLogging.LogInventoryAction(player, "(craft)", eInventoryActionType.Craft, gemme.Template);
}
}
item.Bonus = Math.Min(bonusMod, bonusCap);
player.Inventory.CommitChanges();
}