コード例 #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="ViewNpcCharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public ViewNpcCharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                              NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, Int32 @iD, Byte @level,
                              MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP,
                              String @name, MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID,
                              Int32 @statPoints, Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit,
                              Int16 @statMaxhp, Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     BodyID = @bodyID;
     Cash = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     HP = @hP;
     ID = @iD;
     Level = @level;
     LoadMapID = @loadMapID;
     LoadX = @loadX;
     LoadY = @loadY;
     MoveSpeed = @moveSpeed;
     MP = @mP;
     Name = @name;
     RespawnMapID = @respawnMapID;
     RespawnX = @respawnX;
     RespawnY = @respawnY;
     ShopID = @shopID;
     StatPoints = @statPoints;
     StatAgi = @statAgi;
     StatDefence = @statDefence;
     StatInt = @statInt;
     StatMaxhit = @statMaxhit;
     StatMaxhp = @statMaxhp;
     StatMaxmp = @statMaxmp;
     StatMinhit = @statMinhit;
     StatStr = @statStr;
 }
コード例 #2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="CharacterTemplateTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="allianceID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="giveCash">The initial value for the corresponding property.</param>
 /// <param name="giveExp">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawn">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTemplateTable(AIID? @aIID, AllianceID @allianceID, BodyID @bodyID, NPCChatDialogID? @chatDialog,
                               Int32 @exp, UInt16 @giveCash, UInt16 @giveExp, CharacterTemplateID @iD, Byte @level,
                               UInt16 @moveSpeed, String @name, UInt16 @respawn, ShopID? @shopID, Int32 @statPoints,
                               Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                               Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     AllianceID = @allianceID;
     BodyID = @bodyID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     GiveCash = @giveCash;
     GiveExp = @giveExp;
     ID = @iD;
     Level = @level;
     MoveSpeed = @moveSpeed;
     Name = @name;
     Respawn = @respawn;
     ShopID = @shopID;
     StatPoints = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }
コード例 #3
0
 /// <summary>
 /// Provides the extra text for the <see cref="AdvancedPropertyDescriptor"/> for a
 /// <see cref="AIID"/>.
 /// </summary>
 /// <param name="v">The value.</param>
 /// <returns>The extra text to display.</returns>
 static string ExtraTextProvider_AIID(AIID v)
 {
     return AIFactory.Instance.GetAIName(v);
 }
コード例 #4
0
ファイル: AIAttribute.cs プロジェクト: wtfcolt/game
 /// <summary>
 /// Initializes a new instance of the <see cref="AIAttribute"/> class.
 /// </summary>
 /// <param name="id">The unique ID of the AI. This must be unique for each individual attribute, and must
 /// be a valid value for the <see cref="AIID"/>.</param>
 public AIAttribute(int id)
 {
     _id = new AIID(id);
 }
コード例 #5
0
ファイル: CharacterTable.cs プロジェクト: mateuscezar/netgore
 /// <summary>
 /// Initializes a new instance of the <see cref="CharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                       NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, CharacterID @iD, Byte @level,
                       MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP, String @name,
                       MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID, Int32 @statPoints,
                       Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                       Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     BodyID = @bodyID;
     Cash = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     HP = @hP;
     ID = @iD;
     Level = @level;
     LoadMapID = @loadMapID;
     LoadX = @loadX;
     LoadY = @loadY;
     MoveSpeed = @moveSpeed;
     MP = @mP;
     Name = @name;
     RespawnMapID = @respawnMapID;
     RespawnX = @respawnX;
     RespawnY = @respawnY;
     ShopID = @shopID;
     StatPoints = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }
コード例 #6
0
 /// <summary>
 /// Provides the extra text for the <see cref="AdvancedPropertyDescriptor"/> for a
 /// <see cref="AIID"/>.
 /// </summary>
 /// <param name="v">The value.</param>
 /// <returns>The extra text to display.</returns>
 static string ExtraTextProvider_AIID(AIID v)
 {
     return(AIFactory.Instance.GetAIName(v));
 }
コード例 #7
0
ファイル: Character.cs プロジェクト: mateuscezar/netgore
 /// <summary>
 /// Attempts to set the Character's AI.
 /// </summary>
 /// <param name="aiID">The ID of the new AI to use.</param>
 /// <returns>True if the AI was successfully set; otherwise false.</returns>
 public abstract bool SetAI(AIID aiID);