コード例 #1
0
ファイル: Weapon.cs プロジェクト: x3sphiorx/SagaRO2
        private static void AddWeapon(XmlNode skill)
        {
            Dictionary <string, string> data;
            byte type;
            Dictionary <byte, WeaponInfo> nentry = new Dictionary <byte, WeaponInfo>();

            type = byte.Parse(skill.ChildNodes[0].InnerText);
            for (int i = 0; i < skill.ChildNodes.Count - 1; i++)
            {
                WeaponInfo nweapon = new WeaponInfo();
                data = new Dictionary <string, string>();
                XmlNodeList childList = skill.ChildNodes[i + 1].ChildNodes;
                for (int j = 0; j < childList.Count; j++)
                {
                    data.Add(childList.Item(j).Name, childList.Item(j).InnerText);
                }

                if (!data.ContainsKey("Level"))
                {
                    continue;
                }
                try
                {
                    nweapon.level         = byte.Parse(data["Level"]);
                    nweapon.maxdurability = uint.Parse(data["MaxDurability"]);
                    nweapon.minatk        = uint.Parse(data["MinAtk"]);
                    nweapon.maxatk        = uint.Parse(data["MaxAtk"]);
                    nweapon.minrangeatk   = uint.Parse(data["MinRangeAtk"]);
                    nweapon.maxrangeatk   = uint.Parse(data["MaxRangeAtk"]);
                    nweapon.minmatk       = uint.Parse(data["MinMagicAtk"]);
                    nweapon.maxmatk       = uint.Parse(data["MaxMagicAtk"]);
                    nentry.Add(nweapon.level, nweapon);
                }
                catch (Exception e) { Logger.ShowError("cannot parse: " + data["skillId"], null); Logger.ShowError(e, null); return; }
            }
            weapons.Add(type, nentry);
        }
コード例 #2
0
ファイル: Weapon.cs プロジェクト: Willyham/SagaRO2
        private static void AddWeapon(XmlNode skill)
        {
            Dictionary<string, string> data;
            byte type;
            Dictionary<byte, WeaponInfo> nentry = new Dictionary<byte, WeaponInfo>();

            type = byte.Parse(skill.ChildNodes[0].InnerText);
            for (int i = 0; i < skill.ChildNodes.Count - 1; i++)
            {
                WeaponInfo nweapon=new WeaponInfo();
                data = new Dictionary<string, string>();
                XmlNodeList childList = skill.ChildNodes[i + 1].ChildNodes;
                for (int j = 0; j < childList.Count; j++)
                    data.Add(childList.Item(j).Name, childList.Item(j).InnerText);

                if (!data.ContainsKey("Level")) continue;
                try
                {
                    nweapon.level = byte.Parse(data["Level"]);
                    nweapon.maxdurability = uint.Parse(data["MaxDurability"]);
                    nweapon.minatk = uint.Parse(data["MinAtk"]);
                    nweapon.maxatk = uint.Parse(data["MaxAtk"]);
                    nweapon.minrangeatk = uint.Parse(data["MinRangeAtk"]);
                    nweapon.maxrangeatk = uint.Parse(data["MaxRangeAtk"]);
                    nweapon.minmatk = uint.Parse(data["MinMagicAtk"]);
                    nweapon.maxmatk = uint.Parse(data["MaxMagicAtk"]);
                    nentry.Add(nweapon.level, nweapon);
                }
                catch (Exception e) { Logger.ShowError("cannot parse: " + data["skillId"], null); Logger.ShowError(e, null); return; }

            }
            weapons.Add(type, nentry);
        }