static public Perk GetPerkByPerkValue(EPerkValue value) { for (int i = 0; i < perks.Count; ++i) { if (perks[i].value == value) { return(perks[i]); } } return(perks[0]); }
public void SetActiveWeapon(Weapon weapon, EPerkValue perk = EPerkValue.EMPTY_PERK) { Game.player.accuracy = weapon.accuracy; Game.player.criticalChance = weapon.criticalChance; if (perk != EPerkValue.DAGGER_PERK) { if ((activeWeapon.type == EWeaponType.DAGGER) && Game.player.perksSystem.CheckPerk(PerksList.daggerPerk)) { --Game.player.attack; } } if (perk != EPerkValue.MACE_PERK) { if ((activeWeapon.type == EWeaponType.MACE) && Game.player.perksSystem.CheckPerk(PerksList.macePerk)) { --Game.player.attack; } } if (perk != EPerkValue.AXE_PERK) { if ((activeWeapon.type == EWeaponType.AXE) && Game.player.perksSystem.CheckPerk(PerksList.axePerk)) { --Game.player.attack; } } if (perk != EPerkValue.SWORD_PERK) { if ((activeWeapon.type == EWeaponType.SWORD) && Game.player.perksSystem.CheckPerk(PerksList.swordPerk)) { --Game.player.attack; } } if (perk != EPerkValue.STAFF_PERK) { if ((activeWeapon.type == EWeaponType.STAFF) && Game.player.perksSystem.CheckPerk(PerksList.staffPerk)) { --Game.player.attack; } } if (perk != EPerkValue.SPEAR_PERK) { if ((activeWeapon.type == EWeaponType.SPEAR) && Game.player.perksSystem.CheckPerk(PerksList.spearPerk)) { --Game.player.attack; } } Game.player.attack -= activeWeapon.attack; activeWeapon = weapon; Game.player.attack += activeWeapon.attack; if ((activeWeapon.type == EWeaponType.DAGGER) && Game.player.perksSystem.CheckPerk(PerksList.daggerPerk)) { ++Game.player.attack; } if ((activeWeapon.type == EWeaponType.MACE) && Game.player.perksSystem.CheckPerk(PerksList.macePerk)) { ++Game.player.attack; } if ((activeWeapon.type == EWeaponType.AXE) && Game.player.perksSystem.CheckPerk(PerksList.axePerk)) { ++Game.player.attack; } if ((activeWeapon.type == EWeaponType.SWORD) && Game.player.perksSystem.CheckPerk(PerksList.swordPerk)) { ++Game.player.attack; } if ((activeWeapon.type == EWeaponType.STAFF) && Game.player.perksSystem.CheckPerk(PerksList.staffPerk)) { ++Game.player.attack; } if ((activeWeapon.type == EWeaponType.SPEAR) && Game.player.perksSystem.CheckPerk(PerksList.spearPerk)) { ++Game.player.attack; } }
public Perk(EPerkValue _value, string _info, int _level) { value = _value; info = _info; level = _level; }