public void SetFromInventory(Character cd) { var job = cd.Stats.nJob; var level = cd.Stats.nLevel; ItemPotential = new SecondaryStatValuesEx(); nItemPAD = 0; nItemPADr = 0; nItemPDD = 0; nItemPDDr = 0; nItemMAD = 0; nItemMADr = 0; nItemMDD = 0; nItemMDDr = 0; nItemACC = 0; nItemACCr = 0; nItemEVA = 0; nItemEVAr = 0; nItemCraft = cd.BasicStats.nLUK + cd.BasicStats.nDEX + cd.BasicStats.nINT; // TODO calculate item sets set(cd.EquippedInventoryNormal); set(cd.EquippedInventoryCash); // TODO iterate only slots that can have stats var weapon = cd.EquippedInventoryCash.Get((int)BodyPart.BP_WEAPON); int nWeaponItemId; if (weapon is null && job % 1000 / 100 == 5) { nItemPAD += (int)(level > 30 ? 31 : level * 0.7 + 10); nWeaponItemId = 0; }
// TODO maybe fill out the rest of these eventually public SecondaryStatValues() { ItemPotential = new SecondaryStatValuesEx(); }