public void New(BaseEvo EL) { EL.Map = this.Map; EL.Location = this.Location; EL.Combatant = this.Combatant; EL.Controled = true; if (ControlMaster != null) { EL.ControlMaster = this.ControlMaster; } EL.IsBonded = true; EL.ControlOrder = this.ControlOrder; EL.ControlDest = this.ControlDest; EL.Name = this.Name; EL.Hue = this.Hue; EL.KP = this.KP; EL.Str = this.Str; EL.Dex = this.Dex; EL.Stam = EL.Dex; EL.Int = this.Int; EL.Mana = EL.Int; EL.HitsMaxSeed = this.HitsMaxSeed; EL.Hits = this.Hits; EL.Ability_Charges = this.Ability_Charges; EL.Ability_ChargesMax = this.Ability_ChargesMax; EL.Ability_Skill = this.Ability_Skill; EL.Ability_Time = this.Ability_Time; EL.Ability_Power = this.Ability_Power; for (int i = 0; i < EL.Skills.Length; i++) { EL.Skills[i].Base = this.Skills[i].Base; } Evolve_Min_Skills(EL); //EL.Skills[(int)SkillName.Magery].Base = this.Skills[(int)SkillName.Magery].Base;// Setting 1 skill }
public void Evolve_Min_Skills(BaseEvo EL) { if (EL.Str < (EL.m_Str / 2)) { EL.Str = (EL.m_Str / 2); } if (EL.Dex < (EL.m_Dex / 2)) { EL.Dex = (EL.m_Dex / 2); } EL.Stam = EL.Dex; if (EL.Int < (EL.m_Int / 2)) { EL.Int = (EL.m_Int / 2); } EL.Mana = EL.Int; if (EL.HitsMaxSeed < (EL.m_Max_Hits / 2)) { EL.HitsMaxSeed = (EL.m_Max_Hits / 2); } if (EL.Ability_ChargesMax < (EL.Ability_ChargesCap / 2)) { EL.Ability_ChargesMax = (EL.Ability_ChargesCap / 2); } if (EL.Ability_Skill < (EL.Ability_Cap / 2)) { EL.Ability_Skill = (EL.Ability_Cap / 2); } //Skills if (EL.Skills[43].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[43].Base = (EL.Skills[43].Cap / 2); // Wresteling } if (EL.Skills[26].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[26].Base = (EL.Skills[43].Cap / 2); // Tactics } if (EL.Skills[1].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[1].Base = (EL.Skills[43].Cap / 2); // Anatomy } if (EL.Skills[27].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[27].Base = (EL.Skills[43].Cap / 2); // Magic Resistance } if (EL.Skills[30].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[30].Base = (EL.Skills[43].Cap / 2); // Poisoning } if (EL.Skills[25].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[25].Base = (EL.Skills[43].Cap / 2); // Magery } if (EL.Skills[46].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[46].Base = (EL.Skills[43].Cap / 2); // Meditation } if (EL.Skills[16].Base < (EL.Skills[43].Cap / 2)) { EL.Skills[16].Base = (EL.Skills[43].Cap / 2); // Evaluation Inteligence } }