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; } }
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; } }
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; }
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; }