public Monster(DatabaseID dbID, bool addToWorld) : base(dbID, addToWorld) { DamageLog = new MonsterDamageLog(); SkillDelays = new List <uint>(); StatusChange = new WorldObjectStatusChangeList(); LootItem = new List <Item>(); Regen = new WorldObjectRegenerationData(this); }
public Character(DatabaseID dbID, bool addToWorld) : base(dbID, addToWorld) { BaseStatus = new WorldObjectStatus(this); BattleStatus = new WorldObjectStatus(this); ViewData = new WorldObjectViewData(); StatusChange = new WorldObjectStatusChangeList(); // TODO: i dont where eAthena initialize them realy.. // they using struct, which cant be null x.x Regen = new WorldObjectRegenerationData(this); HPRegen = new StatusVariationData(); SPRegen = new StatusVariationData(); SRegen = new CharacterRegenerationData(); SSRegen = new CharacterRegenerationData(); }
public Monster(DatabaseID dbID, bool addToWorld) : base(dbID, addToWorld) { DamageLog = new MonsterDamageLog(); SkillDelays = new List<uint>(); StatusChange = new WorldObjectStatusChangeList(); LootItem = new List<Item>(); Regen = new WorldObjectRegenerationData(this); }
private void CalculateRegenData(WorldObjectStatus status, WorldObjectRegenerationData data) { }
private void CalculateRegenRate(WorldObjectRegenerationData data, WorldObjectStatusChangeList sc) { }
public Character(DatabaseID dbID, bool addToWorld) : base(dbID, addToWorld) { BaseStatus = new WorldObjectStatus(this); BattleStatus = new WorldObjectStatus(this); ViewData = new WorldObjectViewData(); StatusChange = new WorldObjectStatusChangeList(); // TODO: i dont where eAthena initialize them realy.. // they using struct, which cant be null x.x Regen = new WorldObjectRegenerationData(this); HPRegen = new StatusVariationData(); SPRegen = new StatusVariationData(); SRegen = new CharacterRegenerationData(); SSRegen = new CharacterRegenerationData(); }