Example #1
0
        public static PropertyAttribute GetAttribute(AugmentationType type)
        {
            switch (type)
            {
            case AugmentationType.Strength:
                return(PropertyAttribute.Strength);

            case AugmentationType.Endurance:
                return(PropertyAttribute.Endurance);

            case AugmentationType.Coordination:
                return(PropertyAttribute.Coordination);

            case AugmentationType.Quickness:
                return(PropertyAttribute.Quickness);

            case AugmentationType.Focus:
                return(PropertyAttribute.Focus);

            case AugmentationType.Self:
                return(PropertyAttribute.Self);

            default:
                return(PropertyAttribute.Undef);
            }
        }
        /// <summary>
        /// Набор агрументов зависит от желаемого типа операции: <br/><br/>
        /// Добавить орган            - Передать Organ как IMPLANT <br/>
        /// Аугментировать            - Передать Augment как IMPLANT <br/>
        /// Удалить орган или аугмент - Передать Organ как TARGET <br/>
        /// Деимплантировать          - Передать Augment как TARGET
        /// </summary>
        public AugmentationDetails(AugmentationType _type, AugmentationAction _action, BodyPart _target = null, BodyPart _implant = null)
        {
            type    = _type;
            action  = _action;
            target  = _target;
            implant = _implant;

            Validate();
        }
Example #3
0
        /// <summary>
        /// Returns TRUE if this AugmentationType specializes a skill
        /// </summary>
        public static bool IsSkill(AugmentationType type)
        {
            switch (type)
            {
            case AugmentationType.Salvage:
            case AugmentationType.ItemTinkering:
            case AugmentationType.ArmorTinkering:
            case AugmentationType.MagicItemTinkering:
            case AugmentationType.WeaponTinkering:
                return(true);

            default:
                return(false);
            }
        }
Example #4
0
 public static PlayScript GetEffect(AugmentationType type)
 {
     if (IsAttribute(type))
     {
         return(PlayScript.AugmentationUseAttribute);
     }
     else if (IsResist(type))
     {
         return(PlayScript.AugmentationUseResistances);
     }
     else if (IsSkill(type))
     {
         return(PlayScript.AugmentationUseSkill);
     }
     else
     {
         return(PlayScript.AugmentationUseOther);
     }
 }
Example #5
0
        public static Skill GetSkill(AugmentationType type)
        {
            switch (type)
            {
            case AugmentationType.Salvage:
                return(Skill.Salvaging);

            case AugmentationType.ItemTinkering:
                return(Skill.ItemTinkering);

            case AugmentationType.ArmorTinkering:
                return(Skill.ArmorTinkering);

            case AugmentationType.MagicItemTinkering:
                return(Skill.MagicItemTinkering);

            case AugmentationType.WeaponTinkering:
                return(Skill.WeaponTinkering);

            default:
                return(Skill.None);
            }
        }
Example #6
0
 /// <summary>
 /// Returns TRUE if this AugmentationType belongs to the 'resistance' family,
 /// which has a shared cap of 2
 /// </summary>
 public static bool IsResist(AugmentationType type)
 {
     return(type >= AugmentationType.ResistSlash && type <= AugmentationType.ResistElectric);
 }
Example #7
0
 /// <summary>
 /// Returns TRUE if this AugmentationType belongs to the 'innate attribute' family,
 /// which has a shared cap of 10
 /// </summary>
 public static bool IsAttribute(AugmentationType type)
 {
     return(type >= AugmentationType.Strength && type <= AugmentationType.Self);
 }