public override void Initialize()
    {
        base.Initialize();
        InstanceName    = "CommonWepon";
        IType           = ItemType.Weapon;
        IsDriveProb     = true;
        _Range          = 1;
        ApType          = WeaponAppearanceType.None;
        AddAbnormalProb = new Dictionary <StateAbnormal, float>();
        //AddAbnormalProb.Add(StateAbnormal.Normal, 0);
        //AddAbnormalProb.Add(StateAbnormal.Charmed, 0);
        //AddAbnormalProb.Add(StateAbnormal.Confusion, 0);
        //AddAbnormalProb.Add(StateAbnormal.Dark, 0);
        //AddAbnormalProb.Add(StateAbnormal.DeadlyPoison, 0);
        //AddAbnormalProb.Add(StateAbnormal.Palalysis, 0);
        //AddAbnormalProb.Add(StateAbnormal.Poison, 0);
        //AddAbnormalProb.Add(StateAbnormal.Sleep, 0);

        foreach (StateAbnormal val in CommonFunction.StateAbnormals)
        {
            AddAbnormalProb.Add(val, 0);
        }
        Options     = new List <BaseOption>();
        TotalDamage = 0;
        AddAbnormal = 0;
    }
Exemple #2
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 public TableWeaponData(ushort objNo,
                        string displayName,
                        string displayNameEn,
                        int level,
                        WeaponAppearanceType appType,
                        float throwDexterity,
                        int range,
                        float baseAttack,
                        float dexterity,
                        int optionAddStart,
                        float optionAddContinue,
                        float optionAddReduce,
                        int optionPowStart,
                        float optionPowContinue,
                        float optionPowReduce,
                        float critical,
                        float criticalDexterity,
                        int strengthAddStart,
                        float strengthAddContinue,
                        float strengthnAddReduce,
                        string description,
                        string descriptionEn)
 {
     ObjNo               = objNo;
     DisplayName         = displayName;
     DisplayNameEn       = displayNameEn;
     Level               = level;
     AppType             = appType;
     ThrowDexterity      = throwDexterity;
     Range               = range;
     BaseAttack          = baseAttack;
     Dexterity           = dexterity;
     OptionAddStart      = optionAddStart;
     OptionAddContinue   = optionAddContinue;
     OptionAddReduce     = optionAddReduce;
     OptionPowStart      = optionPowStart;
     OptionPowContinue   = optionPowContinue;
     OptionPowReduce     = optionPowReduce;
     Critical            = critical;
     CriticalDexterity   = criticalDexterity;
     StrengthAddStart    = strengthAddStart;
     StrengthAddContinue = strengthAddContinue;
     StrengthnAddReduce  = strengthnAddReduce;
     Description         = description;
     DescriptionEn       = descriptionEn;
 }