Example #1
0
        //------------------------------------------------------------------------------------------------------------------
        public override string GetBonusStatNiceNameDescription(int index)
        {
            EnumLootStat statType = this.m_lootDescription.m_bonusStats.Keys[index];
            float        value    = this.m_lootDescription.m_bonusStats.Values[index];
            string       niceName = "";

            switch (statType)
            {
            case EnumLootStat.STAT_MOVEMENT_SPEED:
                niceName = "+ " + value.ToString() + "% Movement Speed";
                break;

            case EnumLootStat.STAT_MAGIC_FIND:
                niceName = value.ToString() + "% MagicFind";
                break;

            case EnumLootStat.STAT_MONSTER_GRANT_EXPERIENCE:
                niceName = "Monster kill grant " + value.ToString() + " experience";
                break;

            case EnumLootStat.STAT_REDUCE_COOLDOWN_ALL_SKILLS:
                niceName = "Reduce Cooldown of All Skills - " + value.ToString() + "%";
                break;
            }

            return(niceName);
        }
Example #2
0
        //------------------------------------------------------------------------------------------------------------------
        public override string GetPrimaryStatNiceNameDescription(int index)
        {
            EnumLootStat statType = this.m_lootDescription.m_primaryStats.Keys[index];
            float        value    = this.m_lootDescription.m_primaryStats.Values[index];
            string       niceName = "";

            switch (statType)
            {
            case EnumLootStat.STAT_VITALITY:
                niceName = "+ " + value.ToString() + " Vitality";
                break;

            case EnumLootStat.STAT_STRENGTH:
                niceName = "+ " + value.ToString() + " Strength";
                break;

            case EnumLootStat.STAT_ARMOUR:
                niceName = "+ " + value.ToString() + " Armour";
                break;

            case EnumLootStat.STAT_CRITICAL_CHANCE:
                niceName = "Critical Chance Increased by " + value.ToString() + "%";
                break;

            case EnumLootStat.STAT_CRITICAL_DAMAGE:
                niceName = "Critical Damage Increased by " + value.ToString() + "%";
                break;

            case EnumLootStat.STAT_ATTACK_SPEED:
                niceName = "Attack Speed Increased by " + value.ToString() + "%";
                break;
            }

            return(niceName);
        }
Example #3
0
        //------------------------------------------------------------------------------------------------------------------
        public override void AddBonusStat(EnumLootStat statType, float statValue)
        {
            SortedList <EnumLootStat, float> stats = this.m_lootDescription.m_bonusStats;

            if (stats.ContainsKey(statType))
            {
                return;
            }
            stats.Add(statType, statValue);
        }
Example #4
0
        //------------------------------------------------------------------------------------------------------------------
        public override string GetSecondaryStatNiceNameDescription(int index)
        {
            EnumLootStat statType = this.m_lootDescription.m_secondaryStats.Keys[index];
            float        value    = this.m_lootDescription.m_secondaryStats.Values[index];
            string       niceName = "";

            switch (statType)
            {
            case EnumLootStat.STAT_ALL_RESISTANCE:
                niceName = "All Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_FIRE_RESISTANCE:
                niceName = "Fire Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_COLD_RESISTANCE:
                niceName = "Cold Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_ARCANE_RESISTANCE:
                niceName = "Arcane Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_ELETRIC_RESISTANCE:
                niceName = "Eletric Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_POISON_RESISTANCE:
                niceName = "Poison Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_PHYSICAL_RESISTANCE:
                niceName = "Physical Resistance - " + value.ToString();
                break;

            case EnumLootStat.STAT_MANA:
                niceName = "+ " + value.ToString() + " Mana";
                break;

            case EnumLootStat.STAT_LIFE_PER_SECOND:
                niceName = "Generate " + value.ToString() + " Life Per Second";
                break;

            case EnumLootStat.STAT_LIFE_PERCENT:
                niceName = value.ToString() + "% Life";
                break;

            case EnumLootStat.STAT_MANA_PER_SECOND:
                niceName = "Generate " + value.ToString() + " Mana Per Second";
                break;
            }

            return(niceName);
        }
 public abstract string GetStringByEnumStat(EnumLootStat statType);
 public abstract void AddBonusStat(EnumLootStat statType, float statValue);
 public abstract void AddSecondaryStat(EnumLootStat statType, float statValue);
 public abstract void AddPrimaryStat(EnumLootStat statType, float statValue);
Example #9
0
        //------------------------------------------------------------------------------------------------------------------
        public override string GetStringByEnumStat(EnumLootStat statType)
        {
            string statName = "";

            switch (statType)
            {
            case EnumLootStat.STAT_MANA:
                statName = "STAT_MANA";
                break;

            case EnumLootStat.STAT_VITALITY:
                statName = "STAT_VITALITY";
                break;

            case EnumLootStat.STAT_STRENGTH:
                statName = "STAT_STRENGTH";
                break;

            case EnumLootStat.STAT_ARMOUR:
                statName = "STAT_ARMOUR";
                break;

            case EnumLootStat.STAT_CRITICAL_CHANCE:
                statName = "STAT_CRITICAL_CHANCE";
                break;

            case EnumLootStat.STAT_CRITICAL_DAMAGE:
                statName = "STAT_CRITICAL_DAMAGE";
                break;

            case EnumLootStat.STAT_ATTACK_SPEED:
                statName = "STAT_ATTACK_SPEED";
                break;

            case EnumLootStat.STAT_MOVEMENT_SPEED:
                statName = "STAT_MOVEMENT_SPEED";
                break;

            case EnumLootStat.STAT_ALL_RESISTANCE:
                statName = "STAT_ALL_RESISTANCE";
                break;

            case EnumLootStat.STAT_FIRE_RESISTANCE:
                statName = "STAT_FIRE_RESISTANCE";
                break;

            case EnumLootStat.STAT_COLD_RESISTANCE:
                statName = "STAT_COLD_RESISTANCE";
                break;

            case EnumLootStat.STAT_ARCANE_RESISTANCE:
                statName = "STAT_ARCANE_RESISTANCE";
                break;

            case EnumLootStat.STAT_ELETRIC_RESISTANCE:
                statName = "STAT_ELETRIC_RESISTANCE";
                break;

            case EnumLootStat.STAT_POISON_RESISTANCE:
                statName = "STAT_POISON_RESISTANCE";
                break;

            case EnumLootStat.STAT_PHYSICAL_RESISTANCE:
                statName = "STAT_PHYSICAL_RESISTANCE";
                break;

            case EnumLootStat.STAT_LIFE_PER_SECOND:
                statName = "STAT_LIFE_PER_SECOND";
                break;

            case EnumLootStat.STAT_LIFE_PERCENT:
                statName = "STAT_LIFE_PERCENT";
                break;

            case EnumLootStat.STAT_MANA_PER_SECOND:
                statName = "STAT_MANA_PER_SECOND";
                break;

            case EnumLootStat.STAT_MONSTER_GRANT_EXPERIENCE:
                statName = "STAT_MONSTER_GRANT_EXPERIENCE";
                break;

            case EnumLootStat.STAT_REDUCE_COOLDOWN_ALL_SKILLS:
                statName = "STAT_REDUCE_COOLDOWN_ALL_SKILLS";
                break;

            case EnumLootStat.STAT_MAGIC_FIND:
                statName = "STAT_MAGIC_FIND";
                break;
            }

            return(statName);
        }