Ejemplo n.º 1
0
 public SkillSupport(ENABLE_EQUIP_TYPE e, BuffParam.BUFFTYPE t, int v, SP_ATTACK_TYPE spAttackType)
 {
     targetEquip        = e;
     type               = t;
     value              = v;
     targetSpAttackType = spAttackType;
 }
    public StatusFactor GetStatusFactor(int weaponIndex)
    {
        if (weaponIndex < 0 || weaponIndex >= 3)
        {
            return(null);
        }
        if (weaponIndex == cachedWeaponIndex && dirtyFlag >= eDirtyState.CalcFactor)
        {
            return(cachedFactor);
        }
        cachedFactor.Reset();
        EQUIPMENT_TYPE weaponType   = EQUIPMENT_TYPE.NONE;
        SP_ATTACK_TYPE spAttackType = SP_ATTACK_TYPE.NONE;

        for (int i = 0; i < 7; i++)
        {
            if (!object.ReferenceEquals(equipValues[i], null))
            {
                EquipValue equipValue = equipValues[i];
                if (i < 3)
                {
                    if (i != weaponIndex)
                    {
                        continue;
                    }
                    weaponType   = equipValue.type;
                    spAttackType = equipValue.spAttackType;
                }
                cachedFactor.baseStatus.hp += equipValue.baseStatus.hp;
                cachedFactor.constHp       += equipValue.constHp;
                for (int j = 0; j < 7; j++)
                {
                    cachedFactor.baseStatus.attacks[j] += equipValue.baseStatus.attacks[j];
                    cachedFactor.constAtks[j]          += equipValue.constAtks[j];
                }
                cachedFactor.baseStatus.defences[0] += equipValue.baseStatus.defences[0];
                cachedFactor.constDefs[0]           += equipValue.constDefs[0];
                for (int k = 0; k < 6; k++)
                {
                    cachedFactor.baseStatus.tolerances[k] += equipValue.baseStatus.tolerances[k];
                    cachedFactor.constTols[k]             += equipValue.constTols[k];
                }
                _GetEnableSkillSupport(weaponType, spAttackType, equipValue);
            }
        }
        for (int l = 0; l < 6; l++)
        {
            cachedFactor.baseStatus.defences[l + 1] += cachedFactor.baseStatus.defences[0];
        }
        cachedFactor.CheckMinusRate();
        cachedWeaponIndex = weaponIndex;
        dirtyFlag         = eDirtyState.CalcFactor;
        return(cachedFactor);
    }
    public static string GetBigFrameSpriteName(this SP_ATTACK_TYPE type)
    {
        switch (type)
        {
        default:
            return("SpAttackType_Frame_none");

        case SP_ATTACK_TYPE.HEAT:
            return("SpAttackType_Frame_heat");

        case SP_ATTACK_TYPE.SOUL:
            return("SpAttackType_Frame_soul");
        }
    }
    public static int GetItemIconBGId(this SP_ATTACK_TYPE type)
    {
        switch (type)
        {
        default:
            return(90000100);

        case SP_ATTACK_TYPE.HEAT:
            return(90000107);

        case SP_ATTACK_TYPE.SOUL:
            return(90000108);
        }
    }
    public static string GetSpTypeTextSpriteName(this SP_ATTACK_TYPE type)
    {
        switch (type)
        {
        default:
            return("EquipRemodelingTxt_03");

        case SP_ATTACK_TYPE.HEAT:
            return("EquipRemodelingTxt_04");

        case SP_ATTACK_TYPE.SOUL:
            return("EquipRemodelingTxt_05");
        }
    }
Ejemplo n.º 6
0
 private void _Reset()
 {
     type         = EQUIPMENT_TYPE.NONE;
     spAttackType = SP_ATTACK_TYPE.NONE;
     baseStatus.Reset();
     constHp = 0;
     for (int i = 0; i < 7; i++)
     {
         constAtks[i] = 0;
         constDefs[i] = 0;
     }
     for (int j = 0; j < 6; j++)
     {
         constTols[j] = 0;
     }
     skillSupport.Clear();
     ability.Clear();
 }
 public static string GetName(this SP_ATTACK_TYPE type)
 {
     return(StringTable.Get(STRING_CATEGORY.SP_ATTACK_TYPE, (uint)type));
 }
Ejemplo n.º 8
0
    public void Parse(CharaInfo.EquipItem item, EquipItemTable.EquipItemData data)
    {
        _Reset();
        type         = data.type;
        spAttackType = data.spAttackType;
        GrowEquipItemTable.GrowEquipItemData growEquipItemData = Singleton <GrowEquipItemTable> .I.GetGrowEquipItemData(data.growID, (uint)item.lv);

        if (object.ReferenceEquals(growEquipItemData, null))
        {
            baseStatus.hp          = data.baseHp;
            baseStatus.attacks[0]  = data.baseAtk;
            baseStatus.defences[0] = data.baseDef;
            for (int i = 0; i < 6; i++)
            {
                baseStatus.attacks[i + 1] = data.atkElement[i];
                baseStatus.tolerances[i]  = data.defElement[i];
            }
        }
        else
        {
            baseStatus.hp          = growEquipItemData.GetGrowParamHp(data.baseHp);
            baseStatus.attacks[0]  = growEquipItemData.GetGrowParamAtk(data.baseAtk);
            baseStatus.defences[0] = growEquipItemData.GetGrowParamDef(data.baseDef);
            int[] growParamElemAtk = growEquipItemData.GetGrowParamElemAtk(data.atkElement);
            int[] growParamElemDef = growEquipItemData.GetGrowParamElemDef(data.defElement);
            for (int j = 0; j < 6; j++)
            {
                baseStatus.attacks[j + 1] = growParamElemAtk[j];
                baseStatus.tolerances[j]  = growParamElemDef[j];
            }
        }
        EquipItemExceedParamTable.EquipItemExceedParamAll exceedParam = data.GetExceedParam((uint)item.exceed);
        if (!object.ReferenceEquals(exceedParam, null))
        {
            baseStatus.hp          += exceedParam.hp;
            baseStatus.attacks[0]  += exceedParam.atk;
            baseStatus.defences[0] += exceedParam.def;
            for (int k = 0; k < 6; k++)
            {
                baseStatus.attacks[k + 1] += exceedParam.atkElement[k];
                baseStatus.tolerances[k]  += exceedParam.defElement[k];
            }
        }
        int l = 0;

        for (int count = item.sIds.Count; l < count; l++)
        {
            SkillItemTable.SkillItemData skillItemData = Singleton <SkillItemTable> .I.GetSkillItemData((uint)item.sIds[l]);

            GrowSkillItemTable.GrowSkillItemData growSkillItemData = Singleton <GrowSkillItemTable> .I.GetGrowSkillItemData(skillItemData.growID, item.sLvs[l]);

            constHp      += growSkillItemData.GetGrowParamHp(skillItemData.baseHp);
            constAtks[0] += growSkillItemData.GetGrowParamAtk(skillItemData.baseAtk);
            constDefs[0] += growSkillItemData.GetGrowParamDef(skillItemData.baseDef);
            int[] growParamElemAtk2 = growSkillItemData.GetGrowParamElemAtk(skillItemData.atkElement);
            int[] growParamElemDef2 = growSkillItemData.GetGrowParamElemDef(skillItemData.defElement);
            for (int m = 0; m < 6; m++)
            {
                constAtks[m + 1] += growParamElemAtk2[m];
                constTols[m]     += growParamElemDef2[m];
            }
            if (skillItemData.IsPassive())
            {
                int n = 0;
                for (int num = skillItemData.supportType.Length; n < num; n++)
                {
                    if (skillItemData.supportType[n] != BuffParam.BUFFTYPE.NONE)
                    {
                        skillSupport.Add(new SkillSupport(skillItemData.supportPassiveEqType[n], skillItemData.supportType[n], growSkillItemData.GetGrowParamSupprtValue(skillItemData.supportValue, n), skillItemData.supportPassiveSpAttackType));
                    }
                }
            }
        }
        int num2 = 0;

        for (int count2 = item.aIds.Count; num2 < count2; num2++)
        {
            int num3 = item.aIds[num2];
            int num4 = item.aPts[num2];
            if (this.ability.ContainsKey(num3))
            {
                Dictionary <int, int> dictionary;
                Dictionary <int, int> dictionary2 = dictionary = this.ability;
                int key;
                int key2 = key = num3;
                key = dictionary[key];
                dictionary2[key2] = key + num4;
            }
            else
            {
                this.ability.Add(num3, num4);
            }
        }
        int num5 = 0;

        for (int num6 = data.fixedAbility.Length; num5 < num6; num5++)
        {
            EquipItem.Ability ability = data.fixedAbility[num5];
            if (this.ability.ContainsKey(ability.id))
            {
                Dictionary <int, int> dictionary3;
                Dictionary <int, int> dictionary4 = dictionary3 = this.ability;
                int key;
                int key3 = key = ability.id;
                key = dictionary3[key];
                dictionary4[key3] = key + ability.pt;
            }
            else
            {
                this.ability.Add(ability.id, ability.pt);
            }
        }
        if (!object.ReferenceEquals(exceedParam, null))
        {
            int num7 = 0;
            for (int num8 = exceedParam.ability.Length; num7 < num8; num7++)
            {
                EquipItem.Ability ability2 = exceedParam.ability[num7];
                if (this.ability.ContainsKey(ability2.id))
                {
                    Dictionary <int, int> dictionary5;
                    Dictionary <int, int> dictionary6 = dictionary5 = this.ability;
                    int key;
                    int key4 = key = ability2.id;
                    key = dictionary5[key];
                    dictionary6[key4] = key + ability2.pt;
                }
                else
                {
                    this.ability.Add(ability2.id, ability2.pt);
                }
            }
        }
    }
    private void _GetEnableSkillSupport(EQUIPMENT_TYPE weaponType, SP_ATTACK_TYPE spAttackType, EquipValue equip)
    {
        int i = 0;

        for (int count = equip.skillSupport.Count; i < count; i++)
        {
            EquipValue.SkillSupport skillSupport = equip.skillSupport[i];
            if (Utility.IsEnableEquip(weaponType, skillSupport.targetEquip) && Utility.IsEnableSpAttackType(skillSupport.targetSpAttackType, spAttackType))
            {
                switch (skillSupport.type)
                {
                case BuffParam.BUFFTYPE.HP_UP:
                    cachedFactor.constHp += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.HP_DOWN:
                    cachedFactor.constHp -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.HPUP_RATE:
                    cachedFactor.hpRate += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.HPDOWN_RATE:
                    cachedFactor.hpRate -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_NORMAL:
                    cachedFactor.constAtks[0] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_FIRE:
                    cachedFactor.constAtks[1] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_WATER:
                    cachedFactor.constAtks[2] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_THUNDER:
                    cachedFactor.constAtks[3] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_SOIL:
                    cachedFactor.constAtks[4] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_LIGHT:
                    cachedFactor.constAtks[5] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DARK:
                    cachedFactor.constAtks[6] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_ALLELEMENT:
                    for (int num7 = 0; num7 < 6; num7++)
                    {
                        cachedFactor.constAtks[num7 + 1] += skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_NORMAL:
                    cachedFactor.constAtks[0] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_FIRE:
                    cachedFactor.constAtks[1] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_WATER:
                    cachedFactor.constAtks[2] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_THUNDER:
                    cachedFactor.constAtks[3] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_SOIL:
                    cachedFactor.constAtks[4] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_LIGHT:
                    cachedFactor.constAtks[5] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_DARK:
                    cachedFactor.constAtks[6] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.ATTACK_DOWN_ALLELEMENT:
                    for (int num6 = 0; num6 < 6; num6++)
                    {
                        cachedFactor.constAtks[num6 + 1] -= skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_NORMAL:
                    cachedFactor.atkRate[0] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_FIRE:
                    cachedFactor.atkRate[1] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_WATER:
                    cachedFactor.atkRate[2] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_THUNDER:
                    cachedFactor.atkRate[3] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_SOIL:
                    cachedFactor.atkRate[4] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_LIGHT:
                    cachedFactor.atkRate[5] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_DARK:
                    cachedFactor.atkRate[6] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKUP_RATE_ALLELEMENT:
                    for (int num5 = 0; num5 < 6; num5++)
                    {
                        cachedFactor.atkRate[num5 + 1] += (float)skillSupport.value * 0.01f;
                    }
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_NORMAL:
                    cachedFactor.atkRate[0] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_FIRE:
                    cachedFactor.atkRate[1] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_WATER:
                    cachedFactor.atkRate[2] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_THUNDER:
                    cachedFactor.atkRate[3] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_SOIL:
                    cachedFactor.atkRate[4] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_LIGHT:
                    cachedFactor.atkRate[5] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_DARK:
                    cachedFactor.atkRate[6] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.ATKDOWN_RATE_ALLELEMENT:
                    for (int num4 = 0; num4 < 6; num4++)
                    {
                        cachedFactor.atkRate[num4 + 1] -= (float)skillSupport.value * 0.01f;
                    }
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_NORMAL:
                    cachedFactor.constDefs[0] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_FIRE:
                    cachedFactor.constDefs[1] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_WATER:
                    cachedFactor.constDefs[2] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_THUNDER:
                    cachedFactor.constDefs[3] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_SOIL:
                    cachedFactor.constDefs[4] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_LIGHT:
                    cachedFactor.constDefs[5] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DARK:
                    cachedFactor.constDefs[6] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_ALLELEMENT:
                    for (int num3 = 0; num3 < 6; num3++)
                    {
                        cachedFactor.constDefs[num3 + 1] += skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_NORMAL:
                    cachedFactor.constDefs[0] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_FIRE:
                    cachedFactor.constDefs[1] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_WATER:
                    cachedFactor.constDefs[2] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_THUNDER:
                    cachedFactor.constDefs[3] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_SOIL:
                    cachedFactor.constDefs[4] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_LIGHT:
                    cachedFactor.constDefs[5] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_DARK:
                    cachedFactor.constDefs[6] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.DEFENCE_DOWN_ALLELEMENT:
                    for (int num2 = 0; num2 < 6; num2++)
                    {
                        cachedFactor.constDefs[num2 + 1] -= skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_NORMAL:
                    cachedFactor.defRate[0] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_FIRE:
                    cachedFactor.defRate[1] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_WATER:
                    cachedFactor.defRate[2] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_THUNDER:
                    cachedFactor.defRate[3] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_SOIL:
                    cachedFactor.defRate[4] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_LIGHT:
                    cachedFactor.defRate[5] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_DARK:
                    cachedFactor.defRate[6] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFUP_RATE_ALLELEMENT:
                    for (int num = 0; num < 6; num++)
                    {
                        cachedFactor.defRate[num + 1] += (float)skillSupport.value * 0.01f;
                    }
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_NORMAL:
                    cachedFactor.defRate[0] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_FIRE:
                    cachedFactor.defRate[1] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_WATER:
                    cachedFactor.defRate[2] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_THUNDER:
                    cachedFactor.defRate[3] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_SOIL:
                    cachedFactor.defRate[4] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_LIGHT:
                    cachedFactor.defRate[5] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_DARK:
                    cachedFactor.defRate[6] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.DEFDOWN_RATE_ALLELEMENT:
                    for (int n = 0; n < 6; n++)
                    {
                        cachedFactor.defRate[n + 1] -= (float)skillSupport.value * 0.01f;
                    }
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_FIRE:
                    cachedFactor.constTols[0] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_WATER:
                    cachedFactor.constTols[1] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_THUNDER:
                    cachedFactor.constTols[2] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_SOIL:
                    cachedFactor.constTols[3] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_LIGHT:
                    cachedFactor.constTols[4] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DARK:
                    cachedFactor.constTols[5] += skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_ALLELEMENT:
                    for (int m = 0; m < 6; m++)
                    {
                        cachedFactor.constTols[m] += skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_FIRE:
                    cachedFactor.constTols[0] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_WATER:
                    cachedFactor.constTols[1] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_THUNDER:
                    cachedFactor.constTols[2] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_SOIL:
                    cachedFactor.constTols[3] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_LIGHT:
                    cachedFactor.constTols[4] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_DARK:
                    cachedFactor.constTols[5] -= skillSupport.value;
                    break;

                case BuffParam.BUFFTYPE.TOLERANCE_DOWN_ALLELEMENT:
                    for (int l = 0; l < 6; l++)
                    {
                        cachedFactor.constTols[l] -= skillSupport.value;
                    }
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_FIRE:
                    cachedFactor.tolRate[0] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_WATER:
                    cachedFactor.tolRate[1] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_THUNDER:
                    cachedFactor.tolRate[2] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_SOIL:
                    cachedFactor.tolRate[3] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_LIGHT:
                    cachedFactor.tolRate[4] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_DARK:
                    cachedFactor.tolRate[5] += (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLUP_RATE_ALLELEMENT:
                    for (int k = 0; k < 6; k++)
                    {
                        cachedFactor.tolRate[k] += (float)skillSupport.value * 0.01f;
                    }
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_FIRE:
                    cachedFactor.tolRate[0] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_WATER:
                    cachedFactor.tolRate[1] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_THUNDER:
                    cachedFactor.tolRate[2] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_SOIL:
                    cachedFactor.tolRate[3] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_LIGHT:
                    cachedFactor.tolRate[4] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_DARK:
                    cachedFactor.tolRate[5] -= (float)skillSupport.value * 0.01f;
                    break;

                case BuffParam.BUFFTYPE.TOLDOWN_RATE_ALLELEMENT:
                    for (int j = 0; j < 6; j++)
                    {
                        cachedFactor.tolRate[j] -= (float)skillSupport.value * 0.01f;
                    }
                    break;
                }
            }
        }
    }
Ejemplo n.º 10
0
 public void SetGaugeEffectColor(SP_ATTACK_TYPE type)
 {
     //IL_001c: Unknown result type (might be due to invalid IL or missing references)
     spActionGaugeADD_BOOST.sprite.color = spActionGaugeADD_BOOST.effectColor[(int)type];
 }