public static void SetRarityPoint(ref Inventory inv) { if (inv == null) { return; } Item iteminfo = ServerManager.GetItem(inv.InventoryItem.ItemVNum); if (iteminfo.EquipmentSlot == (byte)EquipmentType.MainWeapon || iteminfo.EquipmentSlot == (byte)EquipmentType.SecondaryWeapon) { int point = ServersData.RarityPoint(inv.InventoryItem.Rare, iteminfo.LevelMinimum); Random rnd = new Random(); inv.InventoryItem.Concentrate = 0; inv.InventoryItem.HitRate = 0; inv.InventoryItem.DamageMinimum = 0; inv.InventoryItem.DamageMaximum = 0; for (int i = 0; i < point; i++) { int rndn = rnd.Next(0, 3); if (rndn == 0) { inv.InventoryItem.Concentrate++; inv.InventoryItem.HitRate++; } else { inv.InventoryItem.DamageMinimum++; inv.InventoryItem.DamageMaximum++; } } } else if (iteminfo.EquipmentSlot == (byte)EquipmentType.Armor) { int point = ServersData.RarityPoint(inv.InventoryItem.Rare, iteminfo.LevelMinimum); Random rnd = new Random(); inv.InventoryItem.DefenceDodge = 0; inv.InventoryItem.DistanceDefenceDodge = 0; inv.InventoryItem.DistanceDefence = 0; inv.InventoryItem.MagicDefence = 0; inv.InventoryItem.CloseDefence = 0; for (int i = 0; i < point; i++) { int rndn = rnd.Next(0, 3); if (rndn == 0) { inv.InventoryItem.DefenceDodge++; inv.InventoryItem.DistanceDefenceDodge++; } else { inv.InventoryItem.DistanceDefence++; inv.InventoryItem.MagicDefence++; inv.InventoryItem.CloseDefence++; } } } }
public void SetRarityPoint() { if (this.Item.EquipmentSlot == (byte)EquipmentType.MainWeapon || this.Item.EquipmentSlot == (byte)EquipmentType.SecondaryWeapon) { int point = ServersData.RarityPoint(this.Rare, this.Item.LevelMinimum); Random rnd = new Random(); this.Concentrate = 0; this.HitRate = 0; this.DamageMinimum = 0; this.DamageMaximum = 0; for (int i = 0; i < point; i++) { int rndn = rnd.Next(0, 3); if (rndn == 0) { this.Concentrate++; this.HitRate++; } else { this.DamageMinimum++; this.DamageMaximum++; } } } else if (this.Item.EquipmentSlot == (byte)EquipmentType.Armor) { int point = ServersData.RarityPoint(this.Rare, this.Item.LevelMinimum); Random rnd = new Random(); this.DefenceDodge = 0; this.DistanceDefenceDodge = 0; this.DistanceDefence = 0; this.MagicDefence = 0; this.CloseDefence = 0; for (int i = 0; i < point; i++) { int rndn = rnd.Next(0, 3); if (rndn == 0) { this.DefenceDodge++; this.DistanceDefenceDodge++; } else { this.DistanceDefence++; this.MagicDefence++; this.CloseDefence++; } } } }