internal static void AddExperience(this Avatar User, int Value) { if (Value > 0) { User.Experience += Value; if (User.Level < 80) { Experience_Levels _ExperienceLevels = CSV.Tables.Get(Gamefile.Experience_Levels).GetDataWithID(User.Level - 1) as Experience_Levels; if (_ExperienceLevels.ExpPoints <= User.Experience) { User.Experience -= _ExperienceLevels.ExpPoints; User.Level++; } } } }
internal Data Create(Row _Row) { Data _Data; switch ((Gamefile)Index) { case Gamefile.Buildings: _Data = new Buildings(_Row, this); break; case Gamefile.Resources: _Data = new CSV_Logic.Resource(_Row, this); break; case Gamefile.Characters: _Data = new Characters(_Row, this); break; case Gamefile.Obstacles: _Data = new Obstacles(_Row, this); break; case Gamefile.Experience_Levels: _Data = new Experience_Levels(_Row, this); break; case Gamefile.Traps: _Data = new Traps(_Row, this); break; case Gamefile.Globals: _Data = new Globals(_Row, this); break; case Gamefile.Npcs: _Data = new Npcs(_Row, this); break; case Gamefile.Decos: _Data = new Decos(_Row, this); break; case Gamefile.Missions: _Data = new Missions(_Row, this); break; case Gamefile.Spells: _Data = new Spells(_Row, this); break; case Gamefile.Heroes: _Data = new Heroes(_Row, this); break; case Gamefile.Leagues: _Data = new Leagues(_Row, this); break; case Gamefile.Variables: _Data = new Variables(_Row, this); break; case Gamefile.Village_Objects: _Data = new Village_Objects(_Row, this); break; /*case 2: * _Data = new Locales(_Row, this); * break; * case 3: * _Data = new Resources(_Row, this); * break; * case 4: * _Data = new Characters(_Row, this); * break; * // case 5: Animation * case 6: * _Data = new Projectiles(_Row, this); * break; * case 7: * _Data = new Building_Classes(_Row, this); * break; * case 8: * _Data = new Obstacles(_Row, this); * break; * case 9: * _Data = new Effects(_Row, this); * break; * // case 10: Particle Emitters * case 11: * _Data = new Experience_Levels(_Row, this); * break; * case 12: * _Data = new Traps(_Row, this); * break; * case 13: * _Data = new Alliance_Badges(_Row, this); * break; * case 14: * _Data = new Globals(_Row, this); * break; * // case 15: TownHall Levels * case 16: * _Data = new Alliance_Portal(_Row, this); * break; * case 17: * _Data = new Npcs(_Row, this); * break; * case 18: * _Data = new Decos(_Row, this); * break; * // case 19: Resource Packs * case 20: * _Data = new Shields(_Row, this); * break; * // case 22: Billing Packages * case 23: * _Data = new Achievements(_Row, this); * break; * // case 24: Credits * // case 25: Faq * case 26: * _Data = new Spells(_Row, this); * break; * // case 27: Hints * case 28: * _Data = new Heroes(_Row, this); * break; * case 29: * _Data = new Leagues(_Row, this); * break; * * case 37: * _Data = new Variables(_Row, this); * break; */ default: { _Data = new Data(_Row, this); break; } } return(_Data); }