コード例 #1
0
        private Armor process_aDC(ArmorDC ra)
        {
            int    AIDNO = ra.IDNumber;
            int    ACOST = ra.Cost;
            string ANAME = ra.Name;
            int    AABVL = ra.AbVal;
            int    AINVL = ra.InsVal;
            int    APAVL = ra.PadVal;
            int    ARGVL = ra.RigVal;
            int    AHDVL = ra.HardVal;
            int    AINTG = ra.Integrity;

            Armor.Armor_Type ATYPE = 0;
            switch (ra.ArmorType)
            {
            case "Overarmor":
                ATYPE = Armor.Armor_Type.OverArmor;
                break;

            case "Underarmor":
                ATYPE = Armor.Armor_Type.UnderArmor;
                break;

            case "Helmet":
                ATYPE = Armor.Armor_Type.Helmet;
                break;
            }

            return(new Armor(AIDNO, ACOST, ANAME, AABVL, AINVL, APAVL, ARGVL, AHDVL, AINTG, ATYPE));
        }
コード例 #2
0
 private Armor process_aDC(ArmorDC ra)
 {
     return new Armor(ra);
 }
コード例 #3
0
        private XmlNode fill_in_armor_node(XmlDocument rootDocument, XmlNode rootNode, ArmorDC raw_armor)
        {
            //Generic Item Properties
            XmlNode armor_id_node = rootDocument.CreateElement("Armor_ID");
            armor_id_node.InnerText = raw_armor.IDNumber.ToString();
            XmlNode armor_cost_node = rootDocument.CreateElement("Armor_Cost");
            armor_cost_node.InnerText = raw_armor.Cost.ToString();
            XmlNode armor_icon_node = rootDocument.CreateElement("Armor_Icon");
            armor_icon_node.InnerText = raw_armor.Icon;
            XmlNode armor_name_node = rootDocument.CreateElement("Armor_Name");
            armor_name_node.InnerText = raw_armor.Name;
            XmlNode armor_tier_node = rootDocument.CreateElement("Armor_Tier");
            armor_tier_node.InnerText = raw_armor.ItemTier.ToString();
            XmlNode armor_dungeons_node = rootDocument.CreateElement("Armor_Dungeons_Required");
            armor_dungeons_node.InnerText = raw_armor.DungeonsRequired.ToString();
            XmlNode armor_floors_node = rootDocument.CreateElement("Armor_Floors_Required");
            armor_floors_node.InnerText = raw_armor.FloorsRequired.ToString();
            XmlNode armor_classes_node = rootDocument.CreateElement("Armor_Valid_Classes");
            armor_classes_node.InnerText = raw_armor.ValidClasses;
            XmlNode armor_properties_node = rootDocument.CreateElement("Armor_Properties");
            List<string> raw_properties = raw_armor.ItemProperties;
            for (int i = 0; i < raw_properties.Count; i++)
            {
                XmlNode property_node = rootDocument.CreateElement("Item");
                property_node.InnerText = raw_properties[i];

                armor_properties_node.AppendChild(property_node);
            }
            XmlNode armor_talismans_node = rootDocument.CreateElement("Armor_Talismans");
            List<string> raw_talismans = raw_armor.Talismans;
            for (int i = 0; i < raw_talismans.Count; i++)
            {
                XmlNode talisman_node = rootDocument.CreateElement("Item");
                talisman_node.InnerText = raw_talismans[i];

                armor_talismans_node.AppendChild(talisman_node);
            }

            //Armor-only properties.
            XmlNode armor_slash_absorb_node = rootDocument.CreateElement("Armor_Slashing_Absorb");
            armor_slash_absorb_node.InnerText = raw_armor.SlashAb.ToString();
            XmlNode armor_pierce_absorb_node = rootDocument.CreateElement("Armor_Piercing_Absorb");
            armor_pierce_absorb_node.InnerText = raw_armor.PierceAb.ToString();
            XmlNode armor_crush_absorb_node = rootDocument.CreateElement("Armor_Crushing_Absorb");
            armor_crush_absorb_node.InnerText = raw_armor.CrushAb.ToString();
            XmlNode armor_fire_absorb_node = rootDocument.CreateElement("Armor_Fire_Absorb");
            armor_fire_absorb_node.InnerText = raw_armor.FireAb.ToString();
            XmlNode armor_frost_absorb_node = rootDocument.CreateElement("Armor_Frost_Absorb");
            armor_frost_absorb_node.InnerText = raw_armor.FrostAb.ToString();
            XmlNode armor_electric_absorb_node = rootDocument.CreateElement("Armor_Electric_Absorb");
            armor_electric_absorb_node.InnerText = raw_armor.ElecAb.ToString();
            XmlNode armor_acid_absorb_node = rootDocument.CreateElement("Armor_Acid_Absorb");
            armor_acid_absorb_node.InnerText = raw_armor.AcidAb.ToString();
            XmlNode armor_max_integrity_node = rootDocument.CreateElement("Armor_Max_Integrity");
            armor_max_integrity_node.InnerText = raw_armor.Integrity.ToString();
            XmlNode armor_c_integrity_node = rootDocument.CreateElement("Armor_Current_Integrity");
            armor_c_integrity_node.InnerText = raw_armor.CurrentIntegrity.ToString();
            XmlNode armor_type_node = rootDocument.CreateElement("Armor_Type");
            armor_type_node.InnerText = raw_armor.ArmorType;

            rootNode.AppendChild(armor_id_node);
            rootNode.AppendChild(armor_cost_node);
            rootNode.AppendChild(armor_icon_node);
            rootNode.AppendChild(armor_name_node);
            rootNode.AppendChild(armor_tier_node);
            rootNode.AppendChild(armor_dungeons_node);
            rootNode.AppendChild(armor_floors_node);
            rootNode.AppendChild(armor_classes_node);
            rootNode.AppendChild(armor_properties_node);
            rootNode.AppendChild(armor_talismans_node);

            rootNode.AppendChild(armor_slash_absorb_node);
            rootNode.AppendChild(armor_pierce_absorb_node);
            rootNode.AppendChild(armor_crush_absorb_node);
            rootNode.AppendChild(armor_fire_absorb_node);
            rootNode.AppendChild(armor_frost_absorb_node);
            rootNode.AppendChild(armor_electric_absorb_node);
            rootNode.AppendChild(armor_acid_absorb_node);
            rootNode.AppendChild(armor_max_integrity_node);
            rootNode.AppendChild(armor_c_integrity_node);
            rootNode.AppendChild(armor_type_node);

            return rootNode;
        }