string GetContent(BuffType type) { string content = ""; switch(type){ case BuffType.Attack: content = "atk"; break; case BuffType.AttackRange: content = "range"; break; case BuffType.CriticalHit: content = "critic"; break; case BuffType.Defense: content = "hp"; break; case BuffType.MoveRange: content = "move"; break; case BuffType.SkillRate: content = "skill"; break; } return content; }
public IList GetBuffs(BuffType buff) { IList addBuffs = new List<BuffType>(); foreach(BuffType bf in addBuff){ addBuffs.Add(bf); } return addBuffs; }
public void AddBuff(BuffType buff) { if (curBuff == buff) { buffEndTime += buffDuration; Debug.Log("Buff duration add:" + buffDuration); return; } else RemoveBuff(); switch (buff) { case BuffType.SPEED: speed = speed * 1.5f; GetComponent<SpriteRenderer>().material = matSpeed; break; case BuffType.HIGH: jumpSpeed = jumpSpeed * 1.3f; jumpSpeed2 = jumpSpeed2 * 1.3f; break; case BuffType.GOD: Physics2D.IgnoreLayerCollision(10, 9, true); if (godGlow) godGlow.SetActive(true); break; } Debug.Log("AddBuff:" + buff); curBuff = buff; buffEndTime = Time.time + buffDuration; }
public EnemyBuff(BuffType type, float value, float duration, float lifetime) { Type = type; Value = value; Duration = duration; Lifetime = lifetime; }
protected override void ReadPacket(BinaryReader reader) { Type = (BuffType)reader.ReadByte(); Caster = reader.ReadString(); Expire = reader.ReadInt64(); Value = reader.ReadInt32(); }
void BuffVisualUI(BuffType type, int val, BuffSlidingUI bSUI) { Dictionary<BuffType,int> dict = new Dictionary<BuffType, int>(); dict.Add(type, val); BuffUI bUI = new BuffUI(aider,dict); bSUI.UIItems.Add(bUI); bSUI.FadeInUI = true; }
public IList GetDeBuffs(BuffType buff) { IList deBuffs = new List<BuffType>(); foreach(BuffType bf in deBuff){ deBuffs.Add(bf); } return deBuffs; }
public BuffEffect(MLibrary library, int baseIndex, int count, int duration, MapObject owner, bool blend, BuffType buffType) : base(library, baseIndex, count, duration, owner, 0) { Repeat = true; Blend = blend; BuffType = buffType; Light = -1; }
public DamageDesc(int damage, Type type, BuffType buffType, GameObject prefEffect) { m_damage = damage; m_type = type; m_buffType = buffType; m_prefEffect = prefEffect; m_pushbackOnDamage = true; }
public YinDevilNode() { Direction = MirDirection.Up; bufftype = BuffType.YinDevilNode; buffstats = new List <Stat> { Stat.ACPercent }; }
public override Buff AddBuff(BuffType type, MapObject owner, int duration, Stats stats, bool refreshStats = true, params int[] values) { if (Stoned) { return(null); } return(base.AddBuff(type, owner, duration, stats, refreshStats, values)); }
//Constructor for creating an action public Action(string actionName, int hpAmount, BuffType buffType, Character actingCharacter) { this.actionName = actionName; this.actionValue = hpAmount; this.buffType = buffType; effectsCanceledTarget = new List <EffectType>(); effectsCanceledUser = new List <EffectType>(); statusEffect = new StatusEffect(); }
public Buff(BuffName bn, int c, BuffType bt, int max, bool isTime) { name = bn; turn = c; type = bt; maxCount = max; count = 0; time = isTime; }
public SkillAdditionalData(int duration, BuffType buffType, BuffSubType buffSubType, int buffCategory, int maxStack, byte keepCondition) { Duration = duration; BuffType = buffType; BuffSubType = buffSubType; BuffCategory = buffCategory; MaxStack = maxStack; KeepCondition = keepCondition; }
public float GetBuffValue(BuffType type) { if (BuffValue.ContainsKey(type)) { return(BuffValue[type]); } return(0); }
//Removes all buffs of given type public void removeBuff(BuffType buffType) { List <Buff> removeBuffs = buffs.FindAll(buff => buff.buffType == buffType); foreach (Buff buff in removeBuffs) { removeBuff(buff); } }
public static bool BuffIsEnabled(BuffType buff) { if (Extensions.CCBuffTypes.All(b => b.BuffType != buff)) { return(false); } return(menu.CheckBoxValue(buff)); }
public ItemBuff(ItemName it, BuffType bt, int max) { iName = it; type = bt; turn = 1; maxCount = max; count = 0; subItemName = ItemName.count; }
public Buff(CharacterControl target, int turns, BuffType buffType, int modifier) : base(target, turns) { type = EffectType.Buff; _buffType = buffType; _modifier = modifier; //spriteName = turns > 0 ? "vfx-heal" : "vfx-poison"; switch (_buffType) { case BuffType.Attack: spriteName = "Statut_ATQ" + _modifier.ToString(); break; case BuffType.Critical: spriteName = "Statut_CRIT" + _modifier.ToString(); break; case BuffType.Protection: spriteName = "Statut_PROT" + _modifier.ToString(); break; default: Debug.LogError("error: missing sprite for buff type [" + _buffType + "]"); break; } switch (_modifier) { case 1: _modifiedValue = 1.3f; break; case 2: _modifiedValue = 1.4f; break; case 3: _modifiedValue = 1.5f; break; case -1: _modifiedValue = 0.75f; break; case -2: _modifiedValue = 0.65f; break; case -3: _modifiedValue = 0.6f; break; default: throw new InvalidEnumArgumentException($"{_modifier} is not a valid buff modifier."); } }
internal Buff(double gameTime, BuffType buffType, double totalLength, double value) { if (buffType == BuffType.physicalDOT) throw new Exception("use correct instanstor"); startTime = gameTime/1000; this.totalLength = totalLength; this.value = value; bType = buffType; }
public override Buff AddBuff(BuffType type, MapObject owner, int duration, Stats stats, bool visible = false, bool infinite = false, bool stackable = false, bool refreshStats = true, params int[] values) { if (Stoned) { return(null); } return(base.AddBuff(type, owner, duration, Stats, visible, infinite, stackable, refreshStats, values)); }
private void MakeCache() { if (dirtyDataId != dataId || dirtyType != type || dirtyLevel != level) { dirtyDataId = dataId; dirtyType = type; dirtyLevel = level; cacheSkill = null; cacheItem = null; cacheGuildSkill = null; cacheBuff = new Buff(); cacheDuration = 0; cacheRecoveryHp = 0; cacheRecoveryMp = 0; cacheRecoveryStamina = 0; cacheRecoveryFood = 0; cacheRecoveryWater = 0; cacheIncreaseStats = new CharacterStats(); cacheIncreaseAttributes = null; cacheIncreaseResistances = null; cacheIncreaseDamages = null; switch (type) { case BuffType.SkillBuff: case BuffType.SkillDebuff: if (GameInstance.Skills.TryGetValue(dataId, out cacheSkill) && cacheSkill != null) { cacheBuff = type == BuffType.SkillBuff ? cacheSkill.buff : cacheSkill.debuff; } break; case BuffType.PotionBuff: if (GameInstance.Items.TryGetValue(dataId, out cacheItem) && cacheItem != null) { cacheBuff = cacheItem.buff; } break; case BuffType.GuildSkillBuff: if (GameInstance.GuildSkills.TryGetValue(dataId, out cacheGuildSkill) && cacheGuildSkill != null) { cacheBuff = cacheGuildSkill.buff; } break; } cacheDuration = cacheBuff.GetDuration(level); cacheRecoveryHp = cacheBuff.GetRecoveryHp(level); cacheRecoveryMp = cacheBuff.GetRecoveryMp(level); cacheRecoveryStamina = cacheBuff.GetRecoveryStamina(level); cacheRecoveryFood = cacheBuff.GetRecoveryFood(level); cacheRecoveryWater = cacheBuff.GetRecoveryWater(level); cacheIncreaseStats = cacheBuff.GetIncreaseStats(level); cacheIncreaseAttributes = cacheBuff.GetIncreaseAttributes(level); cacheIncreaseResistances = cacheBuff.GetIncreaseResistances(level); cacheIncreaseDamages = cacheBuff.GetIncreaseDamages(level); } }
public void CreateDOT(string statName, BuffType statType, float modifier, int duration, int frequency, GameObject target) { //removeCurrentBuff(statName); GameObject buffGo = new GameObject(); Buff buff = buffGo.AddComponent <Buff>(); buff.setBuff(statName, statType, modifier, frequency, duration, target); buffs.Add(statName, buff); }
public HeatBuff(Bot source, float time, BuffType buffType, BuffSystem owner, int heatDelta) { this.Source = source; this.Owner = owner; this.BuffType = buffType; m_heatDelta = heatDelta; m_timer = new Timer(); BuffEndRule = new RuleTimeOver(time); }
public MPBuff(Bot source, float time, BuffType buffType, BuffSystem owner, int mpDelta) { m_mpDelta = mpDelta; this.Source = source; this.Owner = owner; this.BuffType = buffType; m_timer = new Timer(); BuffEndRule = new RuleTimeOver(time); }
public double ValueOf(BuffType type) { double returnValue = 0; foreach (Tuple<BuffType, double> t in Buffs) { if (t.Item1 == type) returnValue += t.Item2; } return returnValue; }
public Texture2D GetIcon(BuffType mode, Transform chess) { Texture2D icon = null; CharacterProperty cp = chess.GetComponent<CharacterProperty>(); switch(mode){ case BuffType.MoveRange: if(cp.BuffMoveRange == cp.moveRange) icon = Move[0]; else if(cp.BuffMoveRange > cp.moveRange) icon = Move[1]; else icon = Move[2]; break; case BuffType.AttackRange: if(cp.BuffAtkRange == cp.atkRange) icon = Range[0]; else if(cp.BuffAtkRange > cp.atkRange) icon = Range[1]; else icon = Range[2]; break; case BuffType.Attack: if(cp.Damage == cp.atkPower) icon = Damage[0]; else if(cp.Damage > cp.atkPower) icon = Damage[1]; else icon = Damage[2]; break; case BuffType.Defense: if(cp.Hp == cp.defPower) icon = Hp[0]; else if(cp.Hp > cp.defPower) icon = Hp[1]; else icon = Hp[2]; break; case BuffType.CriticalHit: if(cp.BuffCriticalHit == cp.CriticalhitChance) icon = Critiq[0]; else if(cp.BuffCriticalHit > cp.CriticalhitChance) icon = Critiq[1]; else icon = Critiq[2]; break; case BuffType.SkillRate: if(cp.BuffSkillRate == cp.SkillRate) icon = Skill[0]; else if(cp.BuffSkillRate > cp.SkillRate) icon = Skill[1]; else icon = Skill[2]; break; } return icon; }
/// <summary> /// Called when a buff must be add. Tower, spells and summoners can use this methode /// </summary> /// <param name="buffName">The name of the Buff we will Add</param> /// <param name="value">The value used to change stats</param> public void AddBuff(string buffName, float value, BuffType buffType) { switch (buffType) { case BuffType.ASBoost: { if (aSBoostsDictionary.ContainsKey(buffName)) { aSBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } else { List <float> buffNameList = new List <float>(); aSBoostsDictionary.Add(buffName, buffNameList); aSBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } } break; case BuffType.MSBoost: { if (mSBoostsDictionary.ContainsKey(buffName)) { mSBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } else { List <float> buffNameList = new List <float>(); mSBoostsDictionary.Add(buffName, buffNameList); mSBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } } break; case BuffType.ResistanceBoost: { if (resiBoostsDictionary.ContainsKey(buffName)) { resiBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } else { List <float> buffNameList = new List <float>(); resiBoostsDictionary.Add(buffName, buffNameList); resiBoostsDictionary[buffName].Add(value); ActualiseBuffs(buffType); } } break; } }
public BuffType GetRandomBuff(Mobile target) { List <BuffType> buffs = new List <BuffType>(); if (MagicReflectSpell.HasReflect(target)) { buffs.Add(BuffType.MagicReflect); } if (ReactiveArmorSpell.HasArmor(target)) { buffs.Add(BuffType.ReactiveArmor); } if (ProtectionSpell.HasProtection(target)) { buffs.Add(BuffType.Protection); } TransformContext context = TransformationSpellHelper.GetContext(target); if (context != null && context.Type != typeof(AnimalForm)) { buffs.Add(BuffType.Transformation); } StatMod mod = target.GetStatMod("[Magic] Str Offset"); if (mod != null && mod.Offset > 0) { buffs.Add(BuffType.StrBonus); } mod = target.GetStatMod("[Magic] Dex Offset"); if (mod != null && mod.Offset > 0) { buffs.Add(BuffType.DexBonus); } mod = target.GetStatMod("[Magic] Int Offset"); if (mod != null && mod.Offset > 0) { buffs.Add(BuffType.IntBonus); } if (buffs.Count == 0) { return(BuffType.None); } BuffType type = buffs[Utility.Random(buffs.Count)]; buffs.Clear(); return(type); }
public Buff(ConsumedAttributeName attr, BuffType type, float value) { this.attr3 = attr; this.type = type; attributeType = 3; valueOverLayer = new List <float>() { value }; }
public Buff(SecondaryAttributeName attr, BuffType type, float value) { this.attr2 = attr; this.type = type; attributeType = 2; valueOverLayer = new List <float>() { value }; }
/// <summary> /// 发送 玩家有害状态 /// </summary> public static void SendPlayerGetBuff(string playerName, BuffType buffType, float buffTime) { BytesProtocol p = new BytesProtocol(); p.SpliceString("PlayerGetBuff"); p.SpliceString(playerName); p.SpliceInt((int)buffType); p.SpliceFloat(buffTime); Send(p); }
// Updates the image of the corresponding buff public void UpdateBuff(BuffType changedStat, int countdown, float value) { for (int i = 0; i < buffs.Count; ++i) { if (buffs[i].buffType == changedStat) { buffs[i].UpdateImage(countdown, value); } } }
public void BuffProcess(BuffType buffType, Role self) { foreach (Buff buff in buffs) { if (buff.buffType == buffType) { buff.Process(self); } } }
public Buff(StaticAttributeName attr, BuffType type, float value) { this.attr4 = attr; this.type = type; attributeType = 4; valueOverLayer = new List <float>() { value }; }
public Buff(Buff buff) { Type = buff.Type; Caster = buff.Caster; Visible = buff.Visible; ObjectID = buff.ObjectID; ExpireTime = buff.ExpireTime; Value = buff.Value; Infinite = buff.Infinite; }
internal Buff(double gameTime, BuffType buffType, double totalLength, Func<Moveable, bool> doAbility, double tickTime) { startTime = gameTime / 1000; this.totalLength = totalLength; this.doAbility = doAbility; bType = buffType; ticks = (int)(totalLength / tickTime); currentTick = 0; this.tickTime = tickTime; }
void BuffVisualUI(BuffType type, int val, BuffSlidingUI bSUI) { Dictionary <BuffType, int> dict = new Dictionary <BuffType, int>(); dict.Add(type, val); BuffUI bUI = new BuffUI(aider, dict); bSUI.UIItems.Add(bUI); bSUI.FadeInUI = true; }
public Buff(Buff buff) { Type = buff.Type; Caster = buff.Caster; Visible = buff.Visible; ObjectID = buff.ObjectID; ExpireTime = buff.ExpireTime; Value = buff.Value; Infinite = buff.Infinite; }
public IList GetBuffs(BuffType buff) { IList addBuffs = new List <BuffType>(); foreach (BuffType bf in addBuff) { addBuffs.Add(bf); } return(addBuffs); }
public Buff(BinaryReader reader) { Type = (BuffType)reader.ReadByte(); Caster = null; Visible = reader.ReadBoolean(); ObjectID = reader.ReadUInt32(); ExpireTime = reader.ReadInt64(); Value = reader.ReadInt32(); Infinite = reader.ReadBoolean(); }
public Buff(BinaryReader reader) { Type = (BuffType)reader.ReadByte(); Caster = null; Visible = reader.ReadBoolean(); ObjectID = reader.ReadUInt32(); ExpireTime = reader.ReadInt64(); Value = reader.ReadInt32(); Infinite = reader.ReadBoolean(); }
public static CharacterBuff Create(BuffType type, int dataId, short level = 1) { CharacterBuff newBuff = new CharacterBuff(); newBuff.type = type; newBuff.dataId = dataId; newBuff.level = level; newBuff.buffRemainsDuration = 0f; return(newBuff); }
public override void GetDeBuffInTime(BuffType debuff, float time, CharacterStatus status) { Buff buff = new Buff(debuff, time, status, GetBuff, Losebuff); buffList.Add(buff); foreach (Buff Buff in buffList) { Buff.OnEnter(); } }
public IList GetDeBuffs(BuffType buff) { IList deBuffs = new List <BuffType>(); foreach (BuffType bf in deBuff) { deBuffs.Add(bf); } return(deBuffs); }
public Buff(string name, BuffAlignment type, BuffType buffType, double value, TimeSpan? expirationTime, bool hidden) { Name = name; Type = type; Buffs = new List<Tuple<BuffType, double>>() { new Tuple<BuffType, double>(buffType, value) }; if (expirationTime.HasValue) ExpirationTime = (TimeSpan)expirationTime; else Permanent = true; Hidden = hidden; }
public BuffData(string id, string toId, BuffType type, int second, int getHP = 0, int getMP = 0, string effectResName = "sword arua 13", string haloResName = "ring 12") { _id = id; _toId = toId; Type = type; Second = second; GetHP = getHP; GetMP = getMP; EffectResName = effectResName; HaloResName = haloResName; }
public Buff(string buffName, float dur, BuffType type, Unit u, Unit attacker) { this.duration = dur; this.name = buffName; this.timeElapsed = 0; this.remove = false; this.attachedTo = u; this.attacker = attacker; this.buffType = type; this.movementSpeedPercentModifier = 0.0f; }
public Buff(string buffName, float dur, BuffType type, Unit u) //no attacker specified = selfbuff, attacker aka source is same as attachedto { this.duration = dur; this.name = buffName; this.timeElapsed = 0; this.remove = false; this.attachedTo = u; this.attacker = u; this.buffType = type; this.movementSpeedPercentModifier = 0.0f; }
/// <summary> /// 工作 /// </summary> public void Work(Buffer buff) { m_PlayerAttr = this.gameObject.GetComponent<PlayerAttr>(); if (m_PlayerAttr == null) { return; } m_fTime = buff.m_fTime; m_iValue = buff.m_iValue; m_type = buff.m_type; StartCoroutine("WorkBuff"); }
private static void CastSpell(Spell spell, BuffType x, Obj_AI_Hero target, float lastpostime) { if (x == BuffType.Stun || x == BuffType.Snare || x == BuffType.Knockup || x == BuffType.Fear) { if (Game.Time <= lastpostime) { spell.Cast(target.ServerPosition); } } else { var pred = spell.GetPrediction(target); if (pred != null && Game.Time <= lastpostime) { spell.Cast(pred.CastPosition); } } }
public Buff(BinaryReader reader) { Type = (BuffType)reader.ReadByte(); Caster = null; Visible = reader.ReadBoolean(); ObjectID = reader.ReadUInt32(); ExpireTime = reader.ReadInt64(); if (Envir.LoadVersion < 56) { Values = new int[] { reader.ReadInt32() }; } else { Values = new int[reader.ReadInt32()]; for (int i = 0; i < Values.Length; i++) { Values[i] = reader.ReadInt32(); } } Infinite = reader.ReadBoolean(); }
/// <summary> /// Checks if the given bufftype is immobilizer /// </summary> /// <param name="type">Buff type</param> /// <returns></returns> internal static bool IsImmobilizeBuff(BuffType type) { return type == BuffType.Snare || type == BuffType.Stun || type == BuffType.Charm || type == BuffType.Knockup || type == BuffType.Suppression; }
public SendEnchantmentsMessage(BuffType BuffType) : base(MessageTypeGameMode.SendEnchantments) { this.BuffType = BuffType; }
protected override void ReadPacket(BinaryReader reader) { Type = (BuffType)reader.ReadByte(); ObjectID = reader.ReadUInt32(); }
public int BuffImage(BuffType type) { switch (type) { //Skills case BuffType.Teleport: return 25; case BuffType.Hiding: return 24; case BuffType.Haste: return 0; case BuffType.SwiftFeet: return 21; case BuffType.Fury: return 8; case BuffType.LightBody: return 22; case BuffType.SoulShield: return 11; case BuffType.BlessedArmour: return 10; case BuffType.ProtectionField: return 9; case BuffType.Rage: return 81; case BuffType.CounterAttack: return 46; case BuffType.UltimateEnhancer: return 99; case BuffType.EnergyShield: return 4; case BuffType.Curse: return 32; case BuffType.MoonLight: return 24; case BuffType.DarkBody: return 24; case BuffType.Concentration: return 66; case BuffType.VampireShot: return 74; case BuffType.PoisonShot: return 68; case BuffType.MentalState: return 59; case BuffType.MagicBooster: return 37; //Random case BuffType.GameMaster: return 51; case BuffType.General: return 503; case BuffType.Exp: return 334; case BuffType.Drop: return 12; case BuffType.Gold: return 316; case BuffType.BagWeight: return 12; case BuffType.Transform: return 19; case BuffType.Mentor: return 30; case BuffType.Mentee: return 30; case BuffType.RelationshipEXP: return 61; case BuffType.GuildBuff: return 63; //Consumables case BuffType.Impact: return 321; case BuffType.Magic: return 305; case BuffType.Taoist: return 327; case BuffType.Storm: return 317; case BuffType.HealthAid: return 13; case BuffType.ManaAid: return 15; case BuffType.WonderShield: return 4; case BuffType.MagicWonderShield: return 4; default: return 0; } }
/// <summary> /// Checks if a buff type is enabled /// </summary> /// <param name="buffType"> /// The buff type /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> private static bool BuffTypeEnabled(BuffType buffType) { return IsEnabled(ObjectManager.Player.ChampionName + buffType); }
public int BuffImage(BuffType type) { switch (type) { case BuffType.Teleport: return 885; case BuffType.Hiding: return 884; case BuffType.Haste: return 880; case BuffType.SwiftFeet: return 881; case BuffType.Fury: return 868; case BuffType.LightBody: return 882; case BuffType.SoulShield: return 870; case BuffType.BlessedArmour: return 871; case BuffType.ProtectionField: return 861; case BuffType.Rage: return 905; case BuffType.CounterAttack: return 144 + 20000; case BuffType.UltimateEnhancer: return 862; case BuffType.Curse: return 892; case BuffType.MoonLight: return 884; case BuffType.DarkBody: return 884; case BuffType.General: return 903; case BuffType.Exp: return 903; case BuffType.Drop: return 872; case BuffType.Gold: return 907; case BuffType.Impact: return 893; case BuffType.Magic: return 901; case BuffType.Taoist: return 889; case BuffType.Storm: return 908; case BuffType.HealthAid: return 873; case BuffType.ManaAid: return 904; case BuffType.Concentration://ArcherSpells - Elemental system return 11162; //Prguse2 case BuffType.VampireShot://ArcherSpells - VampireShot return 200 + 20000; //MagIcon case BuffType.PoisonShot://ArcherSpells - PoisonShot return 204 + 20000; //MagIcon case BuffType.MentalState: return 905;//todo replace with it's own custom buff icon (maybe make it change depending on state) default: return 0; } }
public static void AddToMenu(Menu menu, BuffType buffType, HeroListManagerArgs args, bool randomize) { AddToMenu(menu, new List<BuffType> { buffType }, args, randomize); }
public int BuffImage(BuffType type) { switch (type) { case BuffType.Teleport: return 25;//885; case BuffType.Hiding: return 24;//884; case BuffType.Haste: return 0;//880; case BuffType.SwiftFeet: return 21;//881; case BuffType.Fury: return 8;//868; case BuffType.LightBody: return 22;//882; case BuffType.SoulShield: return 11;//870; case BuffType.BlessedArmour: return 10;//871; case BuffType.ProtectionField: return 9;//861; case BuffType.Rage: return 81;//905; case BuffType.CounterAttack: return 46;//144 + 20000; case BuffType.UltimateEnhancer: return 2;//862; case BuffType.Curse: return 32; case BuffType.MoonLight: return 24;//884; case BuffType.DarkBody: return 24;//884; case BuffType.General: return 503;//903; case BuffType.Exp: return 334;//903; case BuffType.Drop: return 12;//872; case BuffType.Gold: return 316;//907; case BuffType.Impact: return 321;//893; case BuffType.Magic: return 305;//901; case BuffType.Taoist: return 327;//889; case BuffType.Storm: return 317;//908; case BuffType.HealthAid: return 13;//873; case BuffType.ManaAid: return 15;//904; case BuffType.Concentration: return 66;// 11162; //Prguse2 case BuffType.VampireShot: return 74;// 200 + 20000; //MagIcon case BuffType.PoisonShot: return 68;// 204 + 20000; //MagIcon case BuffType.MentalState: return 59; case BuffType.WonderShield: return 4;//864; case BuffType.MagicWonderShield: return 4;//864; case BuffType.BagWeight: return 12;//872; case BuffType.GameMaster: return 51;//903; default: return 0; } }