Example #1
0
        public TotalWeaponStat GetTotlaWEaponStat()
        {
            TotalWeaponStat totalWeaponStat = new TotalWeaponStat();

            CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType1, 0);
            CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType2, 1);
            CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType3, 2);
            CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType4, 3);

            return(totalWeaponStat);
        }
Example #2
0
        private void CalculationStat(TotalWeaponStat totalWeaponStat, string type, int index)
        {
            switch (type)
            {
            case "Deffence":
                totalWeaponStat.def = totalWeaponStat.def + weapon[equipWeaponKey].GetStatList()[index].value;
                break;

            case "Attack":
                totalWeaponStat.atk = totalWeaponStat.atk + weapon[equipWeaponKey].GetStatList()[index].value;
                break;

            case "Hp":
                totalWeaponStat.hp = totalWeaponStat.hp + weapon[equipWeaponKey].GetStatList()[index].value;
                break;
            }
        }
Example #3
0
        public TotalStat GetTotalStats()
        {
            TotalStat totalStat = new TotalStat();

            TotalWeaponStat           totalWeaponStat           = GetTotlaWEaponStat();
            TotalSkillStat            totalSkillStat            = GetTotalSkillStat();
            TotalCollectionWeaponStat totalCollectionWeaponStat = GetTotalCollectionWeapon();

            totalStat.atk = (int)((characterRow.atk + totalWeaponStat.atk + EnchantLevel) * totalSkillStat.atkMultiple + totalCollectionWeaponStat.atk);

            totalStat.def = (int)((characterRow.def + totalWeaponStat.def + EnchantLevel) * totalSkillStat.defMultiple + totalCollectionWeaponStat.def);

            totalStat.hp = (int)((characterRow.hp + totalWeaponStat.hp + EnchantLevel) * totalSkillStat.hpMultiple + totalCollectionWeaponStat.hp);

            totalStat.accuracyRate = 90 + totalCollectionWeaponStat.accuracyRate;

            totalStat.avoidanceRate = 10 + totalCollectionWeaponStat.avoidanceRate;


            totalStat.skillValue = totalSkillStat.skillValueMultiple;

            return(totalStat);
        }