Esempio n. 1
0
 /// <summary>
 /// Re-attunes rune to player's class. Used for favoring.
 /// </summary>
 /// <param name="toonClass"></param>
 public void ReAttuneToClass(Toons.ToonClass toonClass)
 {
     int PowerSNOId = -1;
     switch (toonClass)
     {
         case Toons.ToonClass.Barbarian:
             PowerSNOId = Mooege.Core.GS.Skills.Skills.Barbarian.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Barbarian.AllActiveSkillsList.Count));
             break;
         case Toons.ToonClass.DemonHunter:
             PowerSNOId = Mooege.Core.GS.Skills.Skills.DemonHunter.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.DemonHunter.AllActiveSkillsList.Count));
             break;
         case Toons.ToonClass.Monk:
             PowerSNOId = Mooege.Core.GS.Skills.Skills.Monk.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Monk.AllActiveSkillsList.Count));
             break;
         case Toons.ToonClass.WitchDoctor:
             PowerSNOId = Mooege.Core.GS.Skills.Skills.WitchDoctor.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.WitchDoctor.AllActiveSkillsList.Count));
             break;
         case Toons.ToonClass.Wizard:
             PowerSNOId = Mooege.Core.GS.Skills.Skills.Wizard.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Wizard.AllActiveSkillsList.Count));
             break;
     }
     this.Attributes[GameAttribute.Rune_Attuned_Power] = PowerSNOId;
 }
Esempio n. 2
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 public PeopleController(Toons context)
 {
     _context = context;
 }