Beispiel #1
0
        private void TackOff(Equitment equitable, Player.Player equitableer)
        {
            var player = equitableer as Player.Player;

            player.weapon         = null;
            equitable.equitableer = null;
            equitableer.actorProperty.damageUpValue -= 7;
            equitableer.items.Add(equitable, 1);
        }
Beispiel #2
0
        public void tackOffArmor(Equitment equitable, Player.Player equitableer)
        {
            var player = equitableer as Player.Player;

            player.armor          = null;
            equitable.equitableer = null;
            float rate = (float)equitableer.actorProperty.HP / (float)equitableer.actorProperty.MaxHP;

            equitableer.actorProperty.MaxHP        -= 100;
            equitableer.actorProperty.HP            = (int)(equitableer.actorProperty.MaxHP * rate);
            equitableer.actorProperty.armorUpValue -= 10;
            equitableer.items.Add(equitable, 1);
        }
Beispiel #3
0
        private void Equit(Equitment equitment, Player.Player equitableer)
        {
            var player = equitableer as Player.Player;

            if (player.weapon != null)
            {
                player.weapon.tackOff(player.weapon, equitableer);
            }
            player.weapon         = (Weapon)equitment;
            equitment.equitableer = equitableer;
            equitableer.actorProperty.damageUpValue += 7;
            equitableer.items.Remove(equitment);
        }
Beispiel #4
0
        public void  equitArmor(Equitment equitable, Player.Player equitableer)
        {
            var player = equitableer as Player.Player;

            if (player.armor != null)
            {
                tackOffArmor(equitable, equitableer);
            }
            player.armor          = equitable as Armor;
            equitable.equitableer = equitableer;
            float rate = (float)equitableer.actorProperty.HP / (float)equitableer.actorProperty.MaxHP;

            equitableer.actorProperty.MaxHP        += 100;
            equitableer.actorProperty.HP            = (int)(equitableer.actorProperty.MaxHP * rate);
            equitableer.actorProperty.armorUpValue += 10;
            equitableer.items.Remove(equitable);
        }