/// <summary> /// 種族ボーナス設定 /// </summary> /// <param name="skill_id"></param> public void setupRaceBonus(MasterDataParamChara cCharaMasterData) { BaseHeight = BASE_DEFAULT_HEIGHT; TitleHeight = TITLE_DEFAULT_HEIGHT; TitleWidth = RACE_BONUS_TITLE_WIDTH; MessageBgH = MESSAGE_BG_HEIGHT; setLinkTitleImage("skill_name_bg0", "RACE BONUS"); IsSkillItem = false; IsViewStatus = false; IsViewIcon = false; if (cCharaMasterData != null) { // 種族 LinkTitleText = GameTextUtil.GetKindToText(cCharaMasterData.kind, cCharaMasterData.sub_kind); // 説明文 SkillDetailText = CharaLinkUtil.GetLinkBonusRaceText(cCharaMasterData); } else { // 説明文 SkillDetailText = EmptyStr; } MessageBgResize(); }
private void SetLinkEffectInfo(CharaOnce cCharaOnce, MasterDataParamChara cCharaMasterData, bool bLink) { //---------------------------------------- // リンク効果設定 //---------------------------------------- //int nUnitId = (int)cCharaMasterData.fix_id; int nLv = cCharaOnce.m_CharaLevel; int nPlusHp = cCharaOnce.m_CharaPlusHP; int nPlusPow = cCharaOnce.m_CharaPlusPow; int nCost = cCharaMasterData.party_cost; uint unID = cCharaMasterData.fix_id; double nCharm = 0; //------------------------------------------------------------ // LINK BONUS //------------------------------------------------------------ //レベル Lv = nLv; //HP int nHp = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.HP) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP)); // ATK int nPow = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.POW) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW)); //COST Cost = nCost; uint nLinkPoint = 0; //リンクポイント if (bLink) { //リンク子の場合はリンクポイントを反映 nLinkPoint = (uint)cCharaOnce.m_LinkParam.m_CharaLinkPoint; float fLinkPoint = nLinkPoint * 0.01f; Link = string.Format(GameTextUtil.GetText("unit_linkstatus4"), fLinkPoint); } else { //ハイフン表示 Link = EmptyStr; } uint nLimitOverLevel = (uint)cCharaOnce.m_CharaLimitOver; if (nLimitOverLevel > 0) { // 限界突破タイプ int nLimitOverType = cCharaMasterData.limit_over_type; // 限界突破後のコスト //Cost = (int)CharaLimitOver.GetParam(nLimitOverLevel, nLimitOverType, (int)CharaLimitOver.EGET.ePARAM_COST); // 限界突破後のHp nHp = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.HP) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP); // 限界突破後のPow nPow = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.POW) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW); // CHARM nCharm = CharaLimitOver.GetParamCharm(nLimitOverLevel, nLimitOverType); } if (nPlusHp > 0) { Hp = string.Format(GameTextUtil.GetText("unit_linkstatus1"), nHp, nPlusHp); } else { Hp = nHp.ToString(); } if (nPlusPow > 0) { Atk = string.Format(GameTextUtil.GetText("unit_linkstatus1"), nPow, nPlusPow); } else { Atk = nPow.ToString(); } Charm = nCharm.ToString("F1"); //------------------------------------------------------------ // RACE BONUS //------------------------------------------------------------ // 種族 //RaceName = GameTextUtil.GetKindToText(cCharaOnce.kind, cCharaOnce.kind_sub); RaceName = GameTextUtil.GetKindToText(cCharaMasterData.kind, cCharaMasterData.sub_kind); // 説明文 RaceBonusMessage = CharaLinkUtil.GetLinkBonusRaceText(cCharaMasterData); SetLinkEffectSkill(cCharaMasterData, nLinkPoint); }