예제 #1
0
    public AClothe()
    {
        this.levelRequiered    = 5;
        this.filtre            = ItemExtension.FiltreClothe;
        this.equipmentCategory = e_equipmentCategory.Clothe;
        this.price             = 50 * (((int)this.equipmentQuality) + 1);

        this.clotheCategory = e_clotheCategory.Armor;
        //clotheCategory = (e_clotheCategory)Random.Range(0, (int)(e_clotheCategory.SIZE));
        this.equipmentEmplacement = e_equipmentEmplacement.Armor;
        this.weight = 18f;
        AttributeInitializer <TModuleType> .AddFixedAttribute(e_entityAttribute.Defence, new Vector2(50, 75), this);

        this.AddRandomAttribute(e_entityAttribute.Vitality, 20, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Endurance, 20, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Life, 20, new Vector2(25, 32));
        this.AddRandomAttribute(e_entityAttribute.Life_Percent, 50, new Vector2(3f, 4.5f));
        this.AddRandomAttribute(e_entityAttribute.Mana, 35, new Vector2(13, 16));
        this.AddRandomAttribute(e_entityAttribute.Resistance, 50, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Mana_Percent, 50, new Vector2(3f, 5f));
        this.AddRandomAttribute(e_entityAttribute.Energy, 50, new Vector2(2, 4));

        //EquipmentAtt

        //switch (clotheCategory)
        //{
        //    case e_clotheCategory.Armor :		equipmentEmplacement = e_equipmentEmplacement.Armor;	break;
        //    case e_clotheCategory.Belt :		equipmentEmplacement = e_equipmentEmplacement.Belt;		break;
        //    case e_clotheCategory.Glove :		equipmentEmplacement = e_equipmentEmplacement.Glove;	break;
        //    case e_clotheCategory.Helmet:		equipmentEmplacement = e_equipmentEmplacement.Helmet;	break;
        //    case e_clotheCategory.Shoes :		equipmentEmplacement = e_equipmentEmplacement.Shoes;	break;
        //    case e_clotheCategory.Troussers :	equipmentEmplacement = e_equipmentEmplacement.Trousers;	break;
        //}
    }
예제 #2
0
    //public override void Attack() { }

    public ACast()
    {
        this.equipmentCategory = e_equipmentCategory.Cast;
        this.filtre            = ItemExtension.FiltreWeapon;
        this.price             = 150 * (((int)equipmentQuality) + 1);


        this.AddRandomAttribute(e_entityAttribute.Mana, 20, new Vector2(10, 14));
        this.AddRandomAttribute(e_entityAttribute.Energy, 20, new Vector2(3, 4));
        this.AddRandomAttribute(e_entityAttribute.Mana_Percent, 20, new Vector2(10, 15));
        this.AddRandomAttribute(e_entityAttribute.Strength, 20, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Dexterity, 20, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Vitality, 20, new Vector2(2, 4));
        this.AddRandomAttribute(e_entityAttribute.Damage, 20, new Vector2(6, 8));

        this.importanceOAttributefValue *= 2.3f;
        AttributeInitializer <TModuleType> .AddFixedAttribute(e_entityAttribute.Fast_Cast_Percent, new Vector2(0.8f / this.importanceOAttributefValue, 1.2f / this.importanceOAttributefValue), this);

        this.weight = 12;

        this.equipmentEmplacement = e_equipmentEmplacement.Both_Hand;
    }