/// <summary> /// /// </summary> /// <param name="id"></param> /// <param name="monsterGrade"></param> /// <param name="invocator"></param> /// <param name="staticInvocation"></param> public MonsterEntity(long id, MonsterGradeDAO monsterGrade, AbstractFighter invocator = null, bool staticInvocation = false) : base(EntityTypeEnum.TYPE_MONSTER_FIGHTER, id, staticInvocation) { Grade = monsterGrade; Statistics = new GenericStats(monsterGrade); SpellBook = SpellBookFactory.Instance.Create(this); RealLife = MaxLife; SkinSize = SkinSizeBase; Invocator = invocator; }
/// <summary> /// /// </summary> /// <param name="monster"></param> public GenericStats(MonsterGradeDAO monster) { m_effects.Add(EffectEnum.AddAP, new GenericEffect(EffectEnum.AddAP, monster.AP)); m_effects.Add(EffectEnum.AddMP, new GenericEffect(EffectEnum.AddMP, monster.MP)); m_effects.Add(EffectEnum.AddInvocationMax, new GenericEffect(EffectEnum.AddInvocationMax, monster.MaxInvocation)); m_effects.Add(EffectEnum.AddInitiative, new GenericEffect(EffectEnum.AddInitiative, monster.Initiative)); m_effects.Add(EffectEnum.AddWisdom, new GenericEffect(EffectEnum.AddWisdom, monster.Wisdom)); m_effects.Add(EffectEnum.AddStrength, new GenericEffect(EffectEnum.AddStrength, monster.Strenght)); m_effects.Add(EffectEnum.AddIntelligence, new GenericEffect(EffectEnum.AddIntelligence, monster.Intelligence)); m_effects.Add(EffectEnum.AddAgility, new GenericEffect(EffectEnum.AddAgility, monster.Agility)); m_effects.Add(EffectEnum.AddChance, new GenericEffect(EffectEnum.AddChance, monster.Chance)); m_effects.Add(EffectEnum.AddReduceDamagePercentNeutral, new GenericEffect(EffectEnum.AddReduceDamagePercentNeutral, monster.NeutralResistance)); m_effects.Add(EffectEnum.AddReduceDamagePercentEarth, new GenericEffect(EffectEnum.AddReduceDamagePercentEarth, monster.EarthResistance)); m_effects.Add(EffectEnum.AddReduceDamagePercentFire, new GenericEffect(EffectEnum.AddReduceDamagePercentFire, monster.FireResistance)); m_effects.Add(EffectEnum.AddReduceDamagePercentWater, new GenericEffect(EffectEnum.AddReduceDamagePercentWater, monster.WaterResistance)); m_effects.Add(EffectEnum.AddReduceDamagePercentAir, new GenericEffect(EffectEnum.AddReduceDamagePercentAir, monster.AirResistance)); m_effects.Add(EffectEnum.AddAPDodge, new GenericEffect(EffectEnum.AddAPDodge, monster.APDodgePercent)); m_effects.Add(EffectEnum.AddMPDodge, new GenericEffect(EffectEnum.AddMPDodge, monster.MPDodgePercent)); }