Esempio n. 1
0
        public Weapon(int index, Characters character)
        {
            switch (index)
            {
            case 0:
                range         = character.currentStats.Battle.range;
                isWeapon      = 1;
                canUse        = true;
                missileFlight = MissileFlight.none;
                break;

            case 1:
                IWeapon w1 = null;
                if (character.Equipment.WeaponsSlot[0].Right.Length > 0)
                {
                    w1 = (IWeapon)character.Equipment.WeaponsSlot[0].Right[0].item;
                }
                if (w1 != null)
                {
                    range         = w1.Stats.Battle.range;
                    isWeapon      = IPS_Functions.isDistanceWeapon(w1);
                    canUse        = IPS_Functions.WeaponCanUse(w1);
                    missileFlight = w1.MissileFlight;
                }
                else
                {
                    range         = 0;
                    isWeapon      = 0;
                    canUse        = false;
                    missileFlight = MissileFlight.none;
                }
                break;

            case 2:
                IWeapon w2 = null;
                if (character.Equipment.WeaponsSlot[0].Left.Length > 0)
                {
                    w2 = (IWeapon)character.Equipment.WeaponsSlot[0].Left[0].item;
                }
                if (w2 != null)
                {
                    range         = w2.Stats.Battle.range;
                    isWeapon      = IPS_Functions.isDistanceWeapon(w2);
                    canUse        = IPS_Functions.WeaponCanUse(w2);
                    missileFlight = w2.MissileFlight;
                }
                else
                {
                    range         = 0;
                    isWeapon      = 0;
                    canUse        = false;
                    missileFlight = MissileFlight.none;
                }
                break;
            }
        }
Esempio n. 2
0
    public static void PointRender(PlayerMachine.Data data, float range, MissileFlight missileFlight)
    {
        switch (missileFlight)
        {
        case MissileFlight.curve:
            PointCurve(data, range);
            break;

        case MissileFlight.none:
            PointNone(data, range);
            break;

        case MissileFlight.simply:
            PointSimple(data, range);
            break;
        }
    }
Esempio n. 3
0
    public IThrow(IThrow item)
    {
        Battle           = item.Battle;
        Piercing         = item.Piercing;
        Piercing_Precent = item.Piercing_Precent;
        AttackElement    = item.AttackElement;
        AtkState         = item.AtkState;
        RemoveState      = item.RemoveState;
        RemoveAllState   = item.RemoveAllState;
        MissileFlight    = item.MissileFlight;
        AreaRange        = item.AreaRange;
        AreaAttack       = item.AreaAttack;
        IgnoreObstacle   = item.IgnoreObstacle;

        Name        = item.Name;
        Icon        = item.Icon;
        Category    = item.Category;
        Description = item.Description;
        Value       = item.Value;
        Stack       = item.Stack;
    }
Esempio n. 4
0
 public IWeapon(IWeapon item)
 {
     WCategory          = item.WCategory;
     WType              = item.WType;
     FullAttackElement  = item.FullAttackElement;
     OtherAttackElement = item.OtherAttackElement;
     Stats.AddStats(item.Stats);
     Piercing         = item.Piercing;
     Piercing_Precent = item.Piercing_Precent;
     Requires         = item.Requires;
     MissileFlight    = item.MissileFlight;
     Weight           = item.Weight;
     Runes            = new List <int>(item.Runes);
     Ammunition       = new AmmunitionType(item.Ammunition);
     Name             = item.Name;
     Icon             = item.Icon;
     Category         = item.Category;
     Description      = item.Description;
     Value            = item.Value;
     Stack            = item.Stack;
     Stage            = item.Stage;
 }