Esempio n. 1
0
 public static int GetStatValue(ZoneCharacter pCharacter, StatsByte pByte)
 {
     switch (pByte)
     {
         case StatsByte.MinMelee:
             return pCharacter.MinDamage;
         case StatsByte.MaxMelee:
             return pCharacter.MaxDamage;
         case StatsByte.MinMagic:
             return pCharacter.MinMagic;
         case StatsByte.MaxMagic:
             return pCharacter.MaxMagic;
         case StatsByte.WDef:
             return pCharacter.WeaponDef;
         case StatsByte.MDef:
             return pCharacter.MagicDef;
         case StatsByte.Aim:
             return 5; //TODO load additional equip stats
         case StatsByte.Evasion:
             return 5;
         case StatsByte.StrBonus:
             return pCharacter.StrBonus;
         case StatsByte.EndBonus:
             return pCharacter.EndBonus;
         default:
             return 0;
     }
 }
Esempio n. 2
0
        public static int GetStatValue(ZoneCharacter pCharacter, StatsByte pByte)
        {
            switch (pByte)
            {
            case StatsByte.MinMelee:
                return(pCharacter.MinDamage);

            case StatsByte.MaxMelee:
                return(pCharacter.MaxDamage);

            case StatsByte.MinMagic:
                return(pCharacter.MinMagic);

            case StatsByte.MaxMagic:
                return(pCharacter.MaxMagic);

            case StatsByte.WDef:
                return(pCharacter.WeaponDef);

            case StatsByte.MDef:
                return(pCharacter.MagicDef);

            case StatsByte.Aim:
                return(5);    //TODO load additional equip stats

            case StatsByte.Evasion:
                return(5);

            case StatsByte.StrBonus:
                return(pCharacter.StrBonus);

            case StatsByte.EndBonus:
                return(pCharacter.EndBonus);

            default:
                return(0);
            }
        }
Esempio n. 3
0
 public int GetStatValue(StatsByte pStat)
 {
     switch(pStat)
     {
         case StatsByte.MinMelee:
             return this.MinDamage;
         case StatsByte.MaxMelee:
             return this.MaxDamage;
         case StatsByte.MinMagic:
             return this.MinMagic;
         case StatsByte.MaxMagic:
             return this.MaxMagic;
         case StatsByte.Aim:
             return this.GetAim();
         case StatsByte.EndBonus:
             return this.EndBonus;
         case StatsByte.StrBonus:
             return this.StrBonus;
         case StatsByte.Evasion:
             return this.GetEvasion();
         case StatsByte.WDef:
             return this.WeaponDef;
         case StatsByte.MDef:
             return this.MagicDef;
         default:
             return 0;
     }
 }