コード例 #1
0
ファイル: ItemData.cs プロジェクト: volmaticmw5/Client_Godot
 public ItemData(int id, string name, int level, PLAYER_RACES[] races, bool _stacks, ITEM_TYPES type, ITEM_SUB_TYPES sub_type, BONUS_TYPE bonus_type0, float bonus_value0, BONUS_TYPE bonus_type1, float bonus_value1, BONUS_TYPE bonus_type2, float bonus_value2, BONUS_TYPE bonus_type3, float bonus_value3, BONUS_TYPE bonus_type4, float bonus_value4, BONUS_TYPE bonus_type5, float bonus_value5)
 {
     this.vnum         = id;
     this.name         = name;
     this.level        = level;
     this.races        = races;
     this.stacks       = _stacks;
     this.type         = type;
     this.sub_type     = sub_type;
     this.bonus_type0  = bonus_type0;
     this.bonus_value0 = bonus_value0;
     this.bonus_type1  = bonus_type1;
     this.bonus_value1 = bonus_value1;
     this.bonus_type2  = bonus_type2;
     this.bonus_value2 = bonus_value2;
     this.bonus_type3  = bonus_type3;
     this.bonus_value3 = bonus_value3;
     this.bonus_type4  = bonus_type4;
     this.bonus_value4 = bonus_value4;
     this.bonus_type5  = bonus_type5;
     this.bonus_value5 = bonus_value5;
 }
コード例 #2
0
    public static bool ReadItemData()
    {
        if (!File.Exists(Config.LocalePath + "item_data"))
        {
            return(false);
        }

        string raw = File.ReadAllText(Config.LocalePath + "item_data");

        if (raw == "")
        {
            return(false);
        }

        try
        {
            int        len   = getFinalLocaleId(raw);
            ItemData[] items = new ItemData[len];
            string[]   lines = raw.Split(Environment.NewLine.ToCharArray());
            for (int l = 0; l < lines.Length; l++)
            {
                if (lines[l] == "" || lines[l][0] == '#')
                {
                    continue;
                }

                string[] line_contents = lines[l].Split('\t');
                Int32.TryParse(line_contents[0].ToString(), out int vnum);
                string name = line_contents[1];
                Int32.TryParse(line_contents[2].ToString(), out int level);

                List <PLAYER_RACES> races = new List <PLAYER_RACES>();
                if (line_contents[3].ToString() == "ALL")
                {
                    races = Enum.GetValues(typeof(PLAYER_RACES)).Cast <PLAYER_RACES>().Select(v => v.ToString()).ToList().Select(x => Enum.Parse(typeof(PLAYER_RACES), x)).Cast <PLAYER_RACES>().ToList();
                }
                else
                {
                    string[] races_string = line_contents[3].Split(',');
                    for (int r = 0; r < races_string.Length; r++)
                    {
                        races.Add((PLAYER_RACES)Enum.Parse(typeof(PLAYER_RACES), races_string[r]));
                    }
                }

                Int32.TryParse(line_contents[4].ToString(), out int _stacks);
                bool stacks = false;
                if (_stacks == 1)
                {
                    stacks = true;
                }
                ITEM_TYPES     type        = (ITEM_TYPES)Enum.Parse(typeof(ITEM_TYPES), line_contents[5]);
                ITEM_SUB_TYPES sub_type    = (ITEM_SUB_TYPES)Enum.Parse(typeof(ITEM_SUB_TYPES), line_contents[6]);
                BONUS_TYPE     bonus_type0 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[7]);
                float.TryParse(line_contents[8].ToString(), out float bonus_value0);
                BONUS_TYPE bonus_type1 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[9]);
                float.TryParse(line_contents[10].ToString(), out float bonus_value1);
                BONUS_TYPE bonus_type2 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[11]);
                float.TryParse(line_contents[12].ToString(), out float bonus_value2);
                BONUS_TYPE bonus_type3 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[13]);
                float.TryParse(line_contents[14].ToString(), out float bonus_value3);
                BONUS_TYPE bonus_type4 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[15]);
                float.TryParse(line_contents[16].ToString(), out float bonus_value4);
                BONUS_TYPE bonus_type5 = (BONUS_TYPE)Enum.Parse(typeof(BONUS_TYPE), line_contents[17]);
                float.TryParse(line_contents[18].ToString(), out float bonus_value5);

                ItemData iData = new ItemData(vnum, name, level, races.ToArray(), stacks, type, sub_type, bonus_type0, bonus_value0, bonus_type1, bonus_value1, bonus_type2, bonus_value2, bonus_type3, bonus_value3, bonus_type4, bonus_value4, bonus_type5, bonus_value5);
                items[vnum] = iData;
            }

            Config.Items = items.ToArray();
        }
        catch (Exception e) { Logger.Syserr(e.Message); return(false); }

        return(true);
    }
コード例 #3
0
ファイル: ItemData.cs プロジェクト: volmaticmw5/Server_Godot
    public ItemData(int id, string name, int level, PLAYER_RACES[] races, bool _stacks, ITEM_TYPES type, ITEM_SUB_TYPES sub_type, BONUS_TYPE bonus_type0, float bonus_value0, BONUS_TYPE bonus_type1, float bonus_value1, BONUS_TYPE bonus_type2, float bonus_value2, BONUS_TYPE bonus_type3, float bonus_value3, BONUS_TYPE bonus_type4, float bonus_value4, BONUS_TYPE bonus_type5, float bonus_value5)
    {
        this.vnum         = id;
        this.name         = name;
        this.level        = level;
        this.races        = races;
        this.stacks       = _stacks;
        this.type         = type;
        this.sub_type     = sub_type;
        this.bonus_type0  = bonus_type0;
        this.bonus_value0 = bonus_value0;
        this.bonus_type1  = bonus_type1;
        this.bonus_value1 = bonus_value1;
        this.bonus_type2  = bonus_type2;
        this.bonus_value2 = bonus_value2;
        this.bonus_type3  = bonus_type3;
        this.bonus_value3 = bonus_value3;
        this.bonus_type4  = bonus_type4;
        this.bonus_value4 = bonus_value4;
        this.bonus_type5  = bonus_type5;
        this.bonus_value5 = bonus_value5;

        if (type == ITEM_TYPES.WEAPON)
        {
            if (bonus_type0 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value0;
            }
            if (bonus_type1 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value1;
            }
            if (bonus_type2 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value2;
            }
            if (bonus_type3 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value3;
            }
            if (bonus_type4 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value4;
            }
            if (bonus_type5 == BONUS_TYPE.P_ATTACK)
            {
                this.pDamage = bonus_value5;
            }

            if (bonus_type0 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value0;
            }
            if (bonus_type1 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value1;
            }
            if (bonus_type2 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value2;
            }
            if (bonus_type3 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value3;
            }
            if (bonus_type4 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value4;
            }
            if (bonus_type5 == BONUS_TYPE.M_ATTACK)
            {
                this.mDamage = bonus_value5;
            }
        }
    }