public bool recalculate(CLRScriptBase script)
{
// Ensure that both our hide and our creature are still valid.
if (script.GetIsObjectValid(m_oCreature) == CLRScriptBase.FALSE || script.GetIsObjectValid(m_oCreature) == CLRScriptBase.FALSE)
{
return false;
}
// Recreate the hide.
script.AssignCommand(m_oCreature, delegate { script.ClearAllActions(CLRScriptBase.FALSE); });
uint oOldHide = getHide(script);
m_oHide = script.CreateItemOnObject("acr_pchide", m_oCreature, 1, "acr_pchide", CLRScriptBase.FALSE);
// Temp variables to store bonuses, to allow stacking from different sources.
Dictionary<int, int> saveBonuses = new Dictionary<int, int>();
Dictionary<int, int> skillBonuses = new Dictionary<int, int>();
Dictionary<string, int> otherBonuses = new Dictionary<string, int>();
// Initialize dictionaries.
for (int i = 0; i < 68; i++)
{
skillBonuses.Add(i, 0);
}
for (int i = 0; i < 4; i++)
{
saveBonuses.Add(i, 0);
}
#region Skill Focus feats
// Handle all new shiny skill focus feats.
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_BALANCE, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_BALANCE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_CLIMB, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_CLIMB] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_CRFT_ALCH, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_CRAFT_ALCHEMY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_CRFT_ARM, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_CRAFT_ARMORSMITHING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_CRFT_BOW, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_CRAFT_BOWMAKING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_CRFT_WPN, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_CRAFT_WEAPONSMITHING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_DECIPHER, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_DECIPHER_SCRIPT] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_DISGUISE, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_DISGUISE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_ESC_ART, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_ESCAPE_ARTIST] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_HAND_ANIM, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_HANDLE_ANIMAL] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_JUMP, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_JUMP] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_ARC, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_ARCANA] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_DUNG, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_DUNGEONEERING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_ENG, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_ENGINEERING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_GEO, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_GEOGRAPHY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_HIST, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_HISTORY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_LOC, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_LOCAL] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_NATR, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_NATURE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_NOBL, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_NOBILITY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_PLAN, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_THE_PLANES] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_KNOW_RELG, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_RELIGION] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_ACT, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_ACT] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_COMD, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_COMEDY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_DANC, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_DANCE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_KEYB, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_KEYBOARD] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_ORAT, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_ORATORY] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_PERC, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_PERCUSSION] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_SING, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_SING] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_STRG, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_STRING_INSTRUMENTS] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PERF_WIND, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PERFORM_WIND_INSTRUMENTS] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_PROF, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_PROFESSION] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_RIDE, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_RIDE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_SENS_MOTV, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_SPEAK_LANGUAGE] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_SPK_LANG, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_KNOWLEDGE_LOCAL] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_SWIM, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_SWIM] += 3;
if (script.GetHasFeat((int)FEATS.FEAT_SKILL_FOCUS_USE_ROPE, m_oCreature, 1) == CLRScriptBase.TRUE) skillBonuses[(int)SKILLS.SKILL_USE_ROPE] += 3;
#endregion
// Artist is one bad-ass feat.
if (script.GetHasFeat(CLRScriptBase.FEAT_ARTIST, m_oCreature, 1) == CLRScriptBase.TRUE)
{
// Previously: +2 perform, +2 diplomacy
// Currently: +2 perform (all), 3 extra bardic music uses per day
skillBonuses[CLRScriptBase.SKILL_DIPLOMACY] -= 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_ACT] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_COMEDY] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_DANCE] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_KEYBOARD] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_ORATORY] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_PERCUSSION] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_SING] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_STRING_INSTRUMENTS] += 2;
skillBonuses[(int)SKILLS.SKILL_PERFORM_WIND_INSTRUMENTS] += 2;
}
// Add skill bonuses to item.
foreach (int skill in skillBonuses.Keys)
{
if (skillBonuses[skill] == 0)
{
continue;
}
else if (skillBonuses[skill] > 0)
{
script.AddItemProperty(CLRScriptBase.DURATION_TYPE_PERMANENT, script.ItemPropertySkillBonus(skill, skillBonuses[skill]), m_oHide, 0.0f);
}
else if (skillBonuses[skill] < 0)
{
script.AddItemProperty(CLRScriptBase.DURATION_TYPE_PERMANENT, script.ItemPropertyDecreaseSkill(skill, Math.Abs(skillBonuses[skill])), m_oHide, 0.0f);
}
}
// Add save bonuses to item.
foreach (int save in saveBonuses.Keys)
{
if (saveBonuses[save] == 0)
{
continue;
}
else if (saveBonuses[save] > 0)
{
script.AddItemProperty(CLRScriptBase.DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrow(save, saveBonuses[save]), m_oHide, 0.0f);
}
else if (saveBonuses[save] < 0)
{
script.AddItemProperty(CLRScriptBase.DURATION_TYPE_PERMANENT, script.ItemPropertyReducedSavingThrow(save, Math.Abs(saveBonuses[save])), m_oHide, 0.0f);
}
}
// Make the person equip the new item.
script.AssignCommand(m_oCreature, delegate { script.ClearAllActions(CLRScriptBase.FALSE); });
script.AssignCommand(m_oCreature, delegate { script.ActionEquipItem(m_oHide, CLRScriptBase.INVENTORY_SLOT_CARMOUR); });
script.DestroyObject(oOldHide, 0.0f, CLRScriptBase.FALSE);
script.SendMessageToPC(m_oCreature, "PC Hide refreshed.");
// Everything looks fine, return our success.
return true;
}