public static int GetStatValue(ZoneCharacter pCharacter, StatsByte pByte) { switch (pByte) { case StatsByte.MinMelee: return pCharacter.MinDamage; case StatsByte.MaxMelee: return pCharacter.MaxDamage; case StatsByte.MinMagic: return pCharacter.MinMagic; case StatsByte.MaxMagic: return pCharacter.MaxMagic; case StatsByte.WDef: return pCharacter.WeaponDef; case StatsByte.MDef: return pCharacter.MagicDef; case StatsByte.Aim: return 5; //TODO load additional equip stats case StatsByte.Evasion: return 5; case StatsByte.StrBonus: return pCharacter.StrBonus; case StatsByte.EndBonus: return pCharacter.EndBonus; default: return 0; } }
public static int GetStatValue(ZoneCharacter pCharacter, StatsByte pByte) { switch (pByte) { case StatsByte.MinMelee: return(pCharacter.MinDamage); case StatsByte.MaxMelee: return(pCharacter.MaxDamage); case StatsByte.MinMagic: return(pCharacter.MinMagic); case StatsByte.MaxMagic: return(pCharacter.MaxMagic); case StatsByte.WDef: return(pCharacter.WeaponDef); case StatsByte.MDef: return(pCharacter.MagicDef); case StatsByte.Aim: return(5); //TODO load additional equip stats case StatsByte.Evasion: return(5); case StatsByte.StrBonus: return(pCharacter.StrBonus); case StatsByte.EndBonus: return(pCharacter.EndBonus); default: return(0); } }
public int GetStatValue(StatsByte pStat) { switch(pStat) { case StatsByte.MinMelee: return this.MinDamage; case StatsByte.MaxMelee: return this.MaxDamage; case StatsByte.MinMagic: return this.MinMagic; case StatsByte.MaxMagic: return this.MaxMagic; case StatsByte.Aim: return this.GetAim(); case StatsByte.EndBonus: return this.EndBonus; case StatsByte.StrBonus: return this.StrBonus; case StatsByte.Evasion: return this.GetEvasion(); case StatsByte.WDef: return this.WeaponDef; case StatsByte.MDef: return this.MagicDef; default: return 0; } }