TimsLibrarypublic interface ItemBalanceLibrary extends CMLibrary
idConverter| Modifier and Type | Method | Description | 
|---|---|---|
| void | balanceItemByLevel(Item I) | Adjusts the mundane stats of the given armor or
 weapon item to reflect its present level. | 
| int | calculateBaseValue(Item I) | Calculates the base value of this armor or weapon. | 
| Item | enchant(Item I,
       int pct) | Given a percent change, this method MIGHT add an enchantment
 or cuse of various levels to the give armor, ammunition,
 or weapon piece. | 
| java.util.List<Ability> | getTimsAdjResCast(Item I) | Returns a list of all the effects on the given item that
 contribute to its power level. | 
| boolean | itemFix(Item I,
       int lvlOr0,
       boolean preferMagic,
       java.lang.StringBuffer changes) | Given an item and a new level or 0, this will adjust the stats of the given item
 to reflect the desired level or its existing one. | 
| int | timsBaseLevel(Item I) | Returns the apparent power level of the item
 based entirely on basic mundane stats, even if
 some stats come from a property. | 
| java.util.Map<java.lang.String,java.lang.String> | timsItemAdjustments(Item I,
                   int level,
                   int material,
                   int hands,
                   int wclass,
                   int reach,
                   long worndata) | Returns a map of key value pairs showing what various combat stats
 on the given item SHOULD be given the level and other particulars. | 
| int | timsLevelCalculator(Item I) | Returns the full power level of the given armor,
 or weapon. | 
| int | timsLevelCalculator(Item I,
                   java.util.List<Ability> props) | Returns the full power level of the given armor,
 or weapon. | 
| void | toneDownArmor(Armor A,
             Ability adjA) | Lowers the base armor of the give armor item
 based on its level and other characteristics. | 
| boolean | toneDownValue(Item I) | Lowers the base gold value of the given armor
 or weapon item based on its level and other
 characteristics. | 
| void | toneDownWeapon(Weapon W,
              Ability adjA) | Lowers the base attack and damage of the give weapon
 based on its level and other characteristics. | 
activate, getServiceClient, L, propertiesLoaded, shutdowncopyOf, ID, initializeClass, name, newInstanceint timsLevelCalculator(Item I)
I - the item to get the power level ofint timsLevelCalculator(Item I, java.util.List<Ability> props)
I - the item to get the power level ofprops - any power affecting effectsvoid toneDownWeapon(Weapon W, Ability adjA)
W - the weapon to adjustadjA - any property that also impacts attack/dmgvoid toneDownArmor(Armor A, Ability adjA)
A - the armor to adjustadjA - any property that also impacts armorboolean toneDownValue(Item I)
I - the armor or weaponint timsBaseLevel(Item I)
I - the weapon or armor to inspectvoid balanceItemByLevel(Item I)
I - the item to adjust for balanceint calculateBaseValue(Item I)
I - the armor or weaponboolean itemFix(Item I, int lvlOr0, boolean preferMagic, java.lang.StringBuffer changes)
I - the item to potentially modifylvlOr0 - 0 to use the existing level, or a level to adjust the item topreferMagic - true to prefer adding magical bonuses, false to stay mundanechanges - null, or a strinbuffer to put changes list intojava.util.List<Ability> getTimsAdjResCast(Item I)
I - the item to inspectItem enchant(Item I, int pct)
I - the item to possibly enchantpct - the % chance to enchantjava.util.Map<java.lang.String,java.lang.String> timsItemAdjustments(Item I, int level, int material, int hands, int wclass, int reach, long worndata)
I - the item type to inspectlevel - the level you want the item to bematerial - the material of the itemhands - the number of hands for the item (weapon)wclass - the weapon classreach - the weapon max rangeworndata - the proper worn location bitmap