Beispiel #1
0
        public void buildEffect()
        {
            if (physical_damage > 0)
            {
                p_physical_attack b = new p_physical_attack();
                b.type   = TEffectType.p_physical_defense;
                b.HashID = ItemID;
                b.build("p_physical_attack all +" + physical_damage);
                stats.Add(b);
            }

            if (physical_defense > 0)
            {
                p_physical_defence b = new p_physical_defence();
                b.type   = TEffectType.p_physical_defense;
                b.HashID = ItemID;
                b.build("p_physical_defense all +" + physical_defense);
                stats.Add(b);
            }

            if (magical_damage > 0)
            {
                p_magical_attack b = new p_magical_attack();
                b.type   = TEffectType.p_magical_attack;
                b.HashID = ItemID;
                b.build("p_magical_attack all +" + magical_damage);
                stats.Add(b);
            }

            if (magical_defense > 0)
            {
                p_magical_defence b = new p_magical_defence();
                b.type   = TEffectType.p_magical_defense;
                b.HashID = ItemID;
                b.build("p_magical_defense all +" + magical_defense);
                stats.Add(b);
            }

            if (shield_defense > 0)
            {
                p_physical_shield_defence b = new p_physical_shield_defence();
                b.type   = TEffectType.p_physical_shield_defence;
                b.HashID = ItemID;
                b.build("p_physical_shield_defence +" + shield_defense);
                stats.Add(b);
            }
        }
        public TEffect BuildProc(TEffectType type, string str)
        {
            TEffect effect = null;

            switch (type)
            {
            case TEffectType.p_speed:
                effect = new p_speed();
                break;

            case TEffectType.p_physical_defense:
                effect = new p_physical_defence();
                break;

            case TEffectType.i_restoration:
                effect = new i_restoration();
                break;

            case TEffectType.i_fatal_blow:
                effect = new i_fatal_blow();
                break;

            case TEffectType.i_death:
                effect = new i_death();
                break;

            case TEffectType.p_block_skill_physical:
                effect = new p_block_skill_physical();
                break;

            case TEffectType.p_block_skill_special:
                effect = new p_block_skill_special();
                break;

            case TEffectType.p_block_spell:
                effect = new p_block_spell();
                break;

            case TEffectType.i_target_cancel:
                effect = new i_target_cancel();
                break;

            case TEffectType.p_defence_attribute:
                effect = new p_defence_attribute();
                break;

            case TEffectType.i_p_attack:
                effect = new i_p_attack();
                break;

            case TEffectType.i_remove_soul:
                effect = new i_remove_soul();
                break;

            case TEffectType.i_agathion_energy:
                effect = new i_agathion_energy();
                break;

            case TEffectType.i_summon_cubic:
                effect = new i_summon_cubic();
                break;

            case TEffectType.cub_heal:
                effect = new cub_heal();
                break;

            default:
                return(null);
            }

            effect.build(str);
            return(effect);
        }