/// <summary> /// Health Regen Module. /// </summary> public itEyeball() { GameEffect newEffect = new GameEffect(); newEffect.repairRate = 200; this.gameEffect = newEffect; image = sprite.inventory.Eyeball; name = iResource.Eyeball; description = iResource.EyeballDescription; }
public itAteneaGauntlet() { GameEffect newEffect = new GameEffect(); newEffect.armorModifierRear = 2; this.gameEffect = newEffect; image = sprite.inventory.Gauntlet; name = iResource.AteneaGauntlet; description = iResource.AteneaGauntletDescription; }
public itBoots() { GameEffect newEffect = new GameEffect(); newEffect.fireRateModifier = 2.5f; this.gameEffect = newEffect; image = sprite.inventory.Boot; name = iResource.Boot; description = iResource.BootDescription; }
public itGauntlet() { GameEffect newEffect = new GameEffect(); newEffect.armorModifierBottom = 2; this.gameEffect = newEffect; image = sprite.inventory.BlueGauntlet; name = iResource.Gauntlet; description = iResource.GauntletDescription; }
/// <summary> /// Move Speed Module /// </summary> public itKeshiaEngine(float engineSpeed) { GameEffect newEffect = new GameEffect(); newEffect.speedModifier = engineSpeed; this.gameEffect = newEffect; int displayStat = (int)Math.Round(newEffect.speedModifier * 100.0f); image = sprite.inventory.Engine; name = iResource.KeshiaEngine; description = string.Format(iResource.KeshiaEngineDescription, displayStat); }
/// <summary> /// Health Regen Module. /// </summary> public itTotem() { GameEffect newEffect = new GameEffect(); newEffect.BeamArmor = 2.0f; this.gameEffect = newEffect; image = sprite.inventory.Totem; name = iResource.Totem; description = string.Format(iResource.TotemDescription, 90); }
/// <summary> /// Extra armor bonus. /// </summary> public itBeamShield(float amount) { GameEffect newEffect = new GameEffect(); newEffect.BeamArmor = amount; this.gameEffect = newEffect; int displayStat = (int)Math.Round(newEffect.BeamArmor * 100.0f); image = sprite.inventory.BeamShield; name = iResource.BeamArmor; description = string.Format(iResource.BeamArmorDescription, displayStat); }
/// <summary> /// Extra armor bonus. /// </summary> public itMuyoShield(float amount) { GameEffect newEffect = new GameEffect(); newEffect.armorModifierBottom = amount; this.gameEffect = newEffect; int displayStat = (int)Math.Round(newEffect.armorModifierBottom * 100.0f); image = sprite.inventory.MuyosShield; name = iResource.BotosShield; description = string.Format(iResource.BotosShieldDescription, displayStat); }
/// <summary> /// Health Regen Module. /// </summary> public itJamalAutoDoc(float healSpeed) { GameEffect newEffect = new GameEffect(); newEffect.repairRate = healSpeed; this.gameEffect = newEffect; float displayStat = newEffect.repairRate * 0.01f; image = sprite.inventory.AutoDoc; name = iResource.JamalAutoDoc; description = string.Format(iResource.JamalAutoDocDescription, displayStat); }
/// <summary> /// Bullet Speed Module /// </summary> public itBlesoRailChamber(float bulletSpeed) { GameEffect newEffect = new GameEffect(); newEffect.bulletSpeedModifier = bulletSpeed; this.gameEffect = newEffect; int displayStat = (int)Math.Round(newEffect.bulletSpeedModifier * 100.0f); image = sprite.inventory.RailChamber; name = iResource.BlesoRailChamber; description = string.Format(iResource.BlesoRailChamberDescription, displayStat); }
/// <summary> /// Health Regen Module. /// </summary> public itHeart() { GameEffect newEffect = new GameEffect(); newEffect.BeamArmor = 2.0f; newEffect.armorModifierBottom = 2.0f; newEffect.armorModifierRear = 2.0f; this.gameEffect = newEffect; image = sprite.inventory.Heart; name = iResource.Heart; description = iResource.HeartDescription; }
/// <summary> /// Fire Rate Module. /// </summary> public itRashadFireCon(float fireSpeed) { GameEffect newEffect = new GameEffect(); newEffect.fireRateModifier = fireSpeed; this.gameEffect = newEffect; int displayStat = (int)Math.Round(newEffect.fireRateModifier * 100.0f); image = sprite.inventory.FireCon; name = iResource.RashadFireCon; description = string.Format(iResource.RashadFireConDescription, displayStat); }