Ejemplo n.º 1
0
		public static void GetElementalDamages( BaseWeapon weapon, bool randomizeOrder )
		{
			int fire, phys, cold, nrgy, pois;

			weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );

			int totalDamage = phys;

			AosElementAttribute[] attrs = new AosElementAttribute[]
			{
				AosElementAttribute.Cold,
				AosElementAttribute.Energy,
				AosElementAttribute.Fire,
				AosElementAttribute.Poison
			};

			if( randomizeOrder )
			{
				for( int i = 0; i < attrs.Length; i++ )
				{
					int rand = Utility.Random( attrs.Length );
					AosElementAttribute temp = attrs[i];

					attrs[i] = attrs[rand];
					attrs[rand] = temp;
				}
			}


			/*
			totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Cold,		totalDamage );
			totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Energy,	totalDamage );
			totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Fire,		totalDamage );
			totalDamage = AssignElementalDamage( weapon, AosElementAttribute.Poison,	totalDamage );

			weapon.AosElementDamages[AosElementAttribute.Physical] = 100 - totalDamage;
			 * */

			for( int i = 0; i < attrs.Length; i++ )
				totalDamage = AssignElementalDamage( weapon, attrs[i], totalDamage );


			//Order is Cold, Energy, Fire, Poison -> Physical left
			//Cannot be looped, AoselementAttribute is 'out of order'

			weapon.Hue = weapon.GetElementalDamageHue();
		}
        private static int GetElementAttributeValue(BaseWeapon weapon, AosElementAttribute element)
        {
            int phys, fire, cold, pois, nrgy, chao, direct;
            weapon.GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chao, out direct);

            switch (element)
            {
                case AosElementAttribute.Physical:
                    return phys;
                case AosElementAttribute.Fire:
                    return fire;
                case AosElementAttribute.Cold:
                    return cold;
                case AosElementAttribute.Poison:
                    return pois;
                case AosElementAttribute.Energy:
                    return nrgy;
                case AosElementAttribute.Direct:
                    return direct;
            }
            return -1;
        }
        public static void RemoveElementDamages( BaseWeapon weapon, int cold, int nrgy, int fire, int pois, int chaos, int direct )
        {
            int weapPhys, weapCold, weapNrgy, weapFire, weapPois, weapChaos, weapDirect;

            weapon.GetDamageTypes( null, out weapPhys, out weapFire, out weapCold, out weapPois, out weapNrgy, out weapChaos, out weapDirect );

            // Remove the element damages in reverse order they were applied in.

            weapPhys = weapon.RemoveAttributeElementDamage( direct, ref weapDirect, weapPhys );
            weapPhys = weapon.RemoveAttributeElementDamage( chaos, ref weapChaos, weapPhys );
            weapPhys = weapon.RemoveAttributeElementDamage( pois, ref weapPois, weapPhys );
            weapPhys = weapon.RemoveAttributeElementDamage( fire, ref weapFire, weapPhys );
            weapPhys = weapon.RemoveAttributeElementDamage( nrgy, ref weapNrgy, weapPhys );
            weapPhys = weapon.RemoveAttributeElementDamage( cold, ref weapCold, weapPhys );

            weapon.AosElementDamages.Physical = weapPhys;
            weapon.AosElementDamages.Cold = weapCold;
            weapon.AosElementDamages.Energy = weapNrgy;
            weapon.AosElementDamages.Fire = weapFire;
            weapon.AosElementDamages.Poison = weapPois;
            weapon.AosElementDamages.Chaos = weapChaos;
            weapon.AosElementDamages.Direct = weapDirect;
        }
Ejemplo n.º 4
0
        public static void AssignElementalDamage( BaseWeapon weapon, ElementAttribute attr )
        {
            int fire, phys, cold, nrgy, pois;

            weapon.GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );

            AssignElementalDamage( weapon, attr, phys );

            weapon.Hue = weapon.GetElementalDamageHue();
        }
        public static void ApplyElementDamages( BaseWeapon weapon, int cold, int nrgy, int fire, int pois, int chaos, int direct )
        {
            int weapPhys, weapCold, weapNrgy, weapFire, weapPois, weapChaos, weapDirect;

            weapon.GetDamageTypes( null, out weapPhys, out weapFire, out weapCold, out weapPois, out weapNrgy, out weapChaos, out weapDirect );

            weapPhys = weapon.ApplyAttributeElementDamage( cold, ref weapCold, weapPhys );
            weapPhys = weapon.ApplyAttributeElementDamage( nrgy, ref weapNrgy, weapPhys );
            weapPhys = weapon.ApplyAttributeElementDamage( fire, ref weapFire, weapPhys );
            weapPhys = weapon.ApplyAttributeElementDamage( pois, ref weapPois, weapPhys );
            weapPhys = weapon.ApplyAttributeElementDamage( chaos, ref weapChaos, weapPhys );
            weapPhys = weapon.ApplyAttributeElementDamage( direct, ref weapDirect, weapPhys );

            weapon.AosElementDamages.Physical = weapPhys;
            weapon.AosElementDamages.Cold = weapCold;
            weapon.AosElementDamages.Energy = weapNrgy;
            weapon.AosElementDamages.Fire = weapFire;
            weapon.AosElementDamages.Poison = weapPois;
            weapon.AosElementDamages.Chaos = weapChaos;
            weapon.AosElementDamages.Direct = weapDirect;
        }