/// <summary> /// Décrit une robe d'archimage /// </summary> /// <returns></returns> public static PassiveEquipmentModel ArcmageArmor() { // Chargement des constantes var cst = GameServer.GetScene().Constants.Equip; // Armure PassiveEquipmentModel model = new Equip.PassiveEquipmentModel(); model.Name = "Arcmage armor"; // Décrit le niveau 1 de l'arme PassiveEquipmentUpgradeModel lvl1 = new Equip.PassiveEquipmentUpgradeModel() { Cost = cst.ArmorCost[LOW.Value], // Décrit tous les passifs conférés par l'arme. PassiveAlterations = Passives(null, HIGH, null, LOW, null), }; PassiveEquipmentUpgradeModel lvl2 = lvl1.Copy(); lvl2.Cost = cst.UpgradeCost1; lvl2.PassiveAlterations[1].FlatValue += 2 * cst.ArmorBonusRMStep; PassiveEquipmentUpgradeModel lvl3 = lvl2.Copy(); lvl3.Cost = cst.UpgradeCost2; lvl3.PassiveAlterations[1].FlatValue += 2 * cst.ArmorBonusRMStep; model.Upgrades = new List <Equip.PassiveEquipmentUpgradeModel>() { lvl1, lvl2, lvl3 }; return(model); }
/// <summary> /// Décrit un harnois d'adamantine /// </summary> /// <returns></returns> public static PassiveEquipmentModel AdamantineHarness() { // Chargement des constantes var cst = GameServer.GetScene().Constants.Equip; // Armure PassiveEquipmentModel model = new Equip.PassiveEquipmentModel(); model.Name = "Adamantine harness"; // Décrit le niveau 1 de l'arme PassiveEquipmentUpgradeModel lvl1 = new Equip.PassiveEquipmentUpgradeModel() { Cost = cst.ArmorCost[LOW.Value], // Décrit tous les passifs conférés par l'arme. PassiveAlterations = Passives(VERY_HIGH, null, MEDIUM, null, -MEDIUM), }; PassiveEquipmentUpgradeModel lvl2 = lvl1.Copy(); lvl2.Cost = cst.UpgradeCost1; lvl2.PassiveAlterations[0].FlatValue += 4 * cst.ArmorBonusArmorStep; lvl2.PassiveAlterations[4].FlatValue += cst.ArmorBonusSpeedStep; PassiveEquipmentUpgradeModel lvl3 = lvl2.Copy(); lvl3.Cost = cst.UpgradeCost2; lvl3.PassiveAlterations[0].FlatValue += 4 * cst.ArmorBonusArmorStep; lvl3.PassiveAlterations[4].FlatValue += cst.ArmorBonusSpeedStep; model.Upgrades = new List <Equip.PassiveEquipmentUpgradeModel>() { lvl1, lvl2, lvl3 }; return(model); }
/// <summary> /// Décrit un patchwork /// </summary> /// <returns></returns> public static PassiveEquipmentModel PatchworkArmor() { // Chargement des constantes var cst = GameServer.GetScene().Constants.Equip; // Armure PassiveEquipmentModel model = new Equip.PassiveEquipmentModel(); model.Name = "Patchwork Armor"; // Décrit le niveau 1 de l'arme PassiveEquipmentUpgradeModel lvl1 = new Equip.PassiveEquipmentUpgradeModel() { Cost = cst.ArmorCost[MEDIUM.Value], // Décrit tous les passifs conférés par l'arme. PassiveAlterations = Passives(MEDIUM, MEDIUM, null, MEDIUM, null), }; PassiveEquipmentUpgradeModel lvl2 = lvl1.Copy(); lvl2.Cost = cst.UpgradeCost1 + cst.UpgradeCostBonusIfExpensive; lvl2.PassiveAlterations[2].FlatValue += 2 * cst.ArmorBonusHPStep; lvl2.PassiveAlterations[0].FlatValue += 2.5f * cst.ArmorBonusRegenStep; lvl2.PassiveAlterations[1].FlatValue += cst.ArmorBonusRegenStep; PassiveEquipmentUpgradeModel lvl3 = lvl2.Copy(); lvl3.Cost = cst.UpgradeCost2 + cst.UpgradeCostBonusIfExpensive; lvl3.PassiveAlterations[2].FlatValue += 2 * cst.ArmorBonusHPStep; lvl3.PassiveAlterations[0].FlatValue += 2.5f * cst.ArmorBonusRegenStep; lvl3.PassiveAlterations[1].FlatValue += cst.ArmorBonusRegenStep; model.Upgrades = new List <Equip.PassiveEquipmentUpgradeModel>() { lvl1, lvl2, lvl3 }; return(model); }