protected WeaponPrimitiveBase(
     WeaponType weaponType,
     uint id,
     ushort treeOrder,
     ushort baseModelId,
     ushort part1Id,
     ushort part2Id,
     byte color,
     byte treeId,
     FixedUpgradePrimitive isFixedUpgrade,
     uint craftingCost,
     byte rarity,
     ushort rawDamage,
     ushort defense,
     sbyte affinity,
     ElementStatus elementId,
     ushort elementDamage,
     ElementStatus hiddenElementId,
     ushort hiddenElementDamage,
     Elderseal elderseal,
     byte gemSlots,
     byte gemSlot1,
     byte gemSlot2,
     byte gemSlot3,
     byte treePosition,
     ushort sortOrder,
     ushort gmdNameIndex,
     ushort gmdDescriptionIndex,
     ushort skillId
     )
 {
     WeaponType          = weaponType;
     Id                  = id;
     TreeOrder           = treeOrder;
     BaseModelId         = baseModelId;
     Part1Id             = part1Id;
     Part2Id             = part2Id;
     Color               = color;
     TreeId              = treeId;
     IsFixedUpgrade      = isFixedUpgrade;
     CraftingCost        = craftingCost;
     Rarity              = rarity;
     RawDamage           = rawDamage;
     Defense             = defense;
     Affinity            = affinity;
     ElementId           = elementId;
     ElementDamage       = elementDamage;
     HiddenElementId     = hiddenElementId;
     HiddenElementDamage = hiddenElementDamage;
     Elderseal           = elderseal;
     GemSlots            = gemSlots;
     GemSlot1            = gemSlot1;
     GemSlot2            = gemSlot2;
     GemSlot3            = gemSlot3;
     TreePosition        = treePosition;
     SortOrder           = sortOrder;
     GmdNameIndex        = gmdNameIndex;
     GmdDescriptionIndex = gmdDescriptionIndex;
     SkillId             = skillId;
 }
Beispiel #2
0
 private MeleeWeaponPrimitiveBase(
     WeaponType weaponType,
     uint id,
     ushort treeOrder,
     ushort baseModelId,
     ushort part1Id,
     ushort part2Id,
     byte color,
     byte treeId,
     FixedUpgradePrimitive isFixedUpgrade,
     uint craftingCost,
     byte rarity,
     byte sharpnessId,
     byte handicraft,
     ushort rawDamage,
     ushort defense,
     sbyte affinity,
     ElementStatus elementId,
     ushort elementDamage,
     ElementStatus hiddenElementId,
     ushort hiddenElementDamage,
     Elderseal elderseal,
     byte gemSlots,
     byte gemSlot1,
     byte gemSlot2,
     byte gemSlot3,
     ushort weapon1Id,
     ushort weapon2Id,
     byte treePosition,
     ushort sortOrder,
     ushort gmdNameIndex,
     ushort gmdDescriptionIndex,
     ushort skillId
     )
     : base(
         weaponType,
         id,
         treeOrder,
         baseModelId,
         part1Id,
         part2Id,
         color,
         treeId,
         isFixedUpgrade,
         craftingCost,
         rarity,
         rawDamage,
         defense,
         affinity,
         elementId,
         elementDamage,
         hiddenElementId,
         hiddenElementDamage,
         elderseal,
         gemSlots,
         gemSlot1,
         gemSlot2,
         gemSlot3,
         treePosition,
         sortOrder,
         gmdNameIndex,
         gmdDescriptionIndex,
         skillId
         )
 {
     SharpnessId = sharpnessId;
     Handicraft  = handicraft;
     Weapon1Id   = weapon1Id;
     Weapon2Id   = weapon2Id;
 }
        public readonly byte SpecialAmmoId;                 // LBG and HBG: 0: Wyvernblast, 1: Wyvernfire, 2: Wyvernsnipe. Bow: reference to common/equip/bottle_table.bbtbl

        private RangeWeaponPrimitiveBase(
            WeaponType weaponType,
            uint id,
            ushort treeOrder,
            ushort baseModelId,
            ushort part1Id,
            ushort part2Id,
            byte color,
            byte treeId,
            FixedUpgradePrimitive isFixedUpgrade,
            MuzzelTypePrimitive muzzelType,
            BarrelTypePrimitive barrelType,
            MagazineTypePrimitive magazineType,
            ScopeTypePrimitive scopeType,
            uint craftingCost,
            byte rarity,
            ushort rawDamage,
            ushort defense,
            sbyte affinity,
            ElementStatus elementId,
            ushort elementDamage,
            ElementStatus hiddenElementId,
            ushort hiddenElementDamage,
            Elderseal elderseal,
            ushort shellTableId,
            BowgunDeviation deviation,
            byte gemSlots,
            byte gemSlot1,
            byte gemSlot2,
            byte gemSlot3,
            byte specialAmmoId,
            byte treePosition,
            ushort sortOrder,
            ushort gmdNameIndex,
            ushort gmdDescriptionIndex,
            ushort skillId
            )
            : base(
                weaponType,
                id,
                treeOrder,
                baseModelId,
                part1Id,
                part2Id,
                color,
                treeId,
                isFixedUpgrade,
                craftingCost,
                rarity,
                rawDamage,
                defense,
                affinity,
                elementId,
                elementDamage,
                hiddenElementId,
                hiddenElementDamage,
                elderseal,
                gemSlots,
                gemSlot1,
                gemSlot2,
                gemSlot3,
                treePosition,
                sortOrder,
                gmdNameIndex,
                gmdDescriptionIndex,
                skillId
                )
        {
            MuzzelType    = muzzelType;
            BarrelType    = barrelType;
            MagazineType  = magazineType;
            ScopeType     = scopeType;
            ShellTableId  = shellTableId;
            Deviation     = deviation;
            SpecialAmmoId = specialAmmoId;
        }