public static GongfaStaticData GetStaticGongfaFromItem(int item_id) { ItemData item = instance.all_item[item_id]; ItemStaticData static_data = instance.item_static_data[item.static_id]; GongfaStaticData gongfa = instance.gongfa_static_data[static_data.param[0]]; return(gongfa); }
/// <summary> /// 卸下功法 /// </summary> public void UnfixGongfa(GongfaData gongfa) { int item_id = gongfa.item_id; ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa); UnfixGongfa(static_data.sub_ype, GetHeartType(static_gongfa.type)); }
/// <summary> /// 获取功法静态数据 /// </summary> public GongfaStaticData GetGongfaStaticData(GongfaData gongfa) { int item_id = gongfa.item_id; ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; int gongfa_static_id = static_data.param[0]; // 根据物品获取功法静态数据id GongfaStaticData static_gongfa = GameData.instance.gongfa_static_data[gongfa_static_id]; return(static_gongfa); }
/// <summary> /// 卸下功法 /// </summary> public void UnfixGongfa(ItemSubType item_sub_typ, GongfaType gongfa_typ = GongfaType.none) { switch (item_sub_typ) { case ItemSubType.Heart: for (int i = 0; i < heart_gongfa.Length; i++) { if (heart_gongfa[i] == null) { continue; } GongfaStaticData equip_gongfa = GetGongfaStaticData(heart_gongfa[i]); if (equip_gongfa != null && ((equip_gongfa.type & gongfa_typ) == gongfa_typ)) { heart_gongfa[i] = null; break; } } break; case ItemSubType.Body: body_gongfa = null; break; case ItemSubType.Attack: attack_gongfa = null; break; case ItemSubType.Skill: skill_gongfa = null; break; case ItemSubType.Magic: magic_gongfa = null; break; } EventManager.SendEvent(EventTyp.GongfaChange, null); UpdateAttr(); }
public static void CreateGongfaItem(GongfaStaticData gongfa, List <ItemStaticData> item_list, ItemSubType sub_type) { StringBuilder des = new StringBuilder(); if (gongfa is HeartGongfaStaticData) { HeartGongfaStaticData gf = (HeartGongfaStaticData)gongfa; des.AppendFormat("道点消耗:{0}", gf.need_daodian); } else if (gongfa is SkillGongfaStaticData) { SkillGongfaStaticData gf = (SkillGongfaStaticData)gongfa; des.AppendFormat("技能冷却:{0}", gf.cool); des.AppendLine(); des.AppendFormat("施法消耗:{0}", gf.cost); } des.AppendLine(); des.AppendLine("——————————————————"); bool isSkill = true; for (int i = 0; i < gongfa.attr_id.Length; i++) { var attr_id = gongfa.attr_id[i]; GongfaAttrData main_attr_data = GongfaAttrConfig.GetAttrConfig(attr_id); if (!main_attr_data.isSkill && isSkill) { isSkill = false; des.AppendLine("<color=#E28225FF>装备后可获得以下属性</color>"); } if (isSkill) { des.AppendLine(DesFormat(main_attr_data.des, gongfa.attr_value[i])); } else { des.AppendLine(" " + DesFormat(main_attr_data.des, gongfa.attr_value[i])); } } des.AppendLine("——————————————————"); for (int i = 0; i < gongfa.ex_id.Length; i++) { GongfaAttrData congfa_attr_data = GongfaAttrConfig.GetAttrConfig(gongfa.ex_id[i]); des.AppendFormat(" <size=10>{1}</size>:<color=#{0}>", GameConst.item_color_str[gongfa.ex_color[i]], GameConst.attr_level_name[i]); des.Append(DesFormat(congfa_attr_data.des, gongfa.ex_values[i])); des.AppendLine("</color>"); } des.AppendLine("——————————————————"); if (gongfa.attr_condition[0].Length == 1) { RoleAttrConfig[] attribute_config = RoleAttrConfigData.GetAttrConfig(); des.AppendFormat("学习条件:{0}达到{1}", attribute_config[(int)gongfa.attr_condition[0][0]].name, gongfa.value_condition[0]); } else { des.AppendFormat("任意一项战斗资质达到{0}", gongfa.value_condition[0]); } int item_static_id = item_list.Count; var item = new ItemStaticData() { id = item_static_id, type = ItemType.Gongfa, sub_ype = sub_type, price = gongfa.price, maxcount = 1, param = new int[] { gongfa.id }, name = gongfa.name, icon = ItemSubType.Magic - sub_type, color = gongfa.color, level = gongfa.level, des = des.ToString(), attributes = null, attr_values = null, }; item_list.Add(item); }
public void UseItem(int item_id, int count = 1) { ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; if (!LevelConfigData.CheckLevel(GetAttr(RoleAttribute.level), static_data.level)) { MessageTips.Message(43, LevelConfigData.GetBigName(static_data.level)); return; } switch (static_data.type) { case ItemType.Remedy: // 丹药类 switch (static_data.sub_ype) { case ItemSubType.recoverRemedy: // 恢复类丹药 // 扣除道具 RemoveItem(item_id, count); // 恢复 for (int i = 0; i < static_data.attributes.Length; i++) { ChangeAttrebuteValue(static_data.attributes[i], static_data.attr_values[i] * count); } break; case ItemSubType.aptitudesRemedy: // 资质丹药 // 扣除道具 RemoveItem(item_id, count); // 增加属性 for (int i = 0; i < static_data.attributes.Length; i++) { int multiple = (GetAttr(static_data.attributes[i]) >= static_data.param[0]) ? 0 : 1; ChangeAttrebuteMaxValue(static_data.attributes[i], static_data.attr_values[i] * count * multiple); if (multiple < 1) { MessageTips.Message(46); } } break; case ItemSubType.buffRemedy: break; case ItemSubType.otherRemedy: break; } break; case ItemType.Gongfa: // 功法类 GongfaStaticData gongfa = GameData.GetStaticGongfaFromItem(item_id); RoleAttribute[][] need_attr = gongfa.attr_condition; var need_value = gongfa.value_condition; int condition_count = need_value.Length; for (int i = 0; i < condition_count; i++) { RoleAttribute[] need = need_attr[i]; int value = need_value[i]; bool can = false; foreach (RoleAttribute attr in need) { if (GetAttr(attr) >= value) { can = true; break; } } if (!can) { // 修炼资质不足 MessageTips.Message(45); return; } } RemoveItem(item_id, count, false); GongfaData new_gongfa = new GongfaData() { item_id = item.id, attr_value = gongfa.attr_value, ex_values = gongfa.ex_values, ex_color = gongfa.ex_color }; all_gongfa.Add(new_gongfa); int mood = 10; ChangeAttrebuteValue(RoleAttribute.mood, -mood); GameData.instance.SetGameData(GlobalAttribute.time, GameData.instance.GetGameData(GlobalAttribute.time) + GameConst.oneDayTicks * 15); MessageWindow.Message(49, 50, null, 0, mood.ToString(), gongfa.name); break; } }
/// <summary> /// 更新属性 重新计算装备增加的属性 /// </summary> public void UpdateAttr() { int count = attribute.Length; if (definitive_attribute == null || definitive_max_attribute == null) { definitive_attribute = new int[count]; definitive_max_attribute = new int[count]; for (int i = 0; i < count; i++) { definitive_attribute[i] = attribute[i]; definitive_max_attribute[i] = max_attribute[i]; } } int old_ride = GetAttr(RoleAttribute.ride_id); int new_ride = -1; // 记录更新属性 int[] max_value = new int[count]; for (int i = 0; i < count; i++) { max_value[i] = max_attribute[i]; } // 计算装备增加的属性 for (int i = 0; i < equip_items.Length; i++) { int item_id = equip_items[i]; if (item_id == -1) { continue; } ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; for (int j = 0; j < static_data.attributes.Length; j++) { int attr = (int)static_data.attributes[j]; max_value[attr] += static_data.attr_values[j]; } if (static_data.sub_ype == ItemSubType.Ride) { new_ride = static_data.param[0]; } } // 计算功法加的属性 int daodian = 0; // 记录功法使用的道点 List <GongfaData> gongfas = new List <GongfaData>(heart_gongfa); gongfas.Add(attack_gongfa); gongfas.Add(skill_gongfa); gongfas.Add(body_gongfa); gongfas.Add(magic_gongfa); for (int i = 0; i < gongfas.Count; i++) { GongfaData gongfa = gongfas[i]; if (gongfa != null) { GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa); for (int j = 0; j < static_gongfa.attr_id.Length; j++) { GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.attr_id[j]); if (!attr_data.isSkill) { int value = gongfa.attr_value[j][0]; max_value[(int)attr_data.attr] += value; } } for (int j = 0; j < static_gongfa.ex_id.Length; j++) { GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.ex_id[j]); if (!attr_data.isSkill) { int value = gongfa.ex_values[j][0]; max_value[(int)attr_data.attr] += value; } } if (static_gongfa is HeartGongfaStaticData) { daodian += ((HeartGongfaStaticData)static_gongfa).need_daodian; } } } RoleAttrConfig[] attribute_config = RoleAttrConfigData.GetAttrConfig(); for (int i = 0; i < count; i++) { float rate = definitive_attribute[i] == definitive_attribute[i] ? 1 : definitive_attribute[i] * 1f / definitive_max_attribute[i]; if (attribute_config[i].type == RoleAttrShowType.FixedMinMax) { definitive_max_attribute[i] = max_value[i]; continue; } else if (attribute_config[i].type != RoleAttrShowType.MinMax) { rate = 1; } definitive_max_attribute[i] = max_value[i]; definitive_attribute[i] = (int)(max_value[i] * rate); } definitive_attribute[(int)RoleAttribute.daodian] = daodian; // 修改当前使用的道点 EventManager.SendEvent(EventTyp.AttrChange, this); // 通知属性变更 if (old_ride != new_ride) { SetAttrebuteValue(RoleAttribute.ride_id, new_ride); EventManager.SendEvent(EventTyp.ChangeRide, this); // 通知坐骑变更 } }
/// <summary> /// 装配功法 /// </summary> public void EquipGongfa(GongfaData gongfa, int idx = -1) { int item_id = gongfa.item_id; ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; switch (static_data.sub_ype) { case ItemSubType.Heart: GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa); GongfaType sub_type = GetHeartType(static_gongfa.type); // 先判断是否有装备相同类型的功法 int same = -1; for (int i = 0; i < heart_gongfa.Length; i++) { if (heart_gongfa[i] == null) { if (idx == -1) { idx = i; } continue; } GongfaStaticData equip_gongfa = GetGongfaStaticData(heart_gongfa[i]); if ((equip_gongfa.type & sub_type) == sub_type) { same = i; if (idx == -1) { idx = i; } } } if (CheckDaodian(gongfa, same == -1 ? 0 : ((HeartGongfaStaticData)GetGongfaStaticData(gongfa)).need_daodian)) { if (same != -1) { heart_gongfa[same] = null; } heart_gongfa[idx] = gongfa; } else { MessageTips.Message(47); } break; case ItemSubType.Body: body_gongfa = gongfa; break; case ItemSubType.Attack: attack_gongfa = gongfa; break; case ItemSubType.Skill: skill_gongfa = gongfa; break; case ItemSubType.Magic: magic_gongfa = gongfa; break; } EventManager.SendEvent(EventTyp.GongfaChange, null); UpdateAttr(); }