private void TackOff(Equitment equitable, Player.Player equitableer) { var player = equitableer as Player.Player; player.weapon = null; equitable.equitableer = null; equitableer.actorProperty.damageUpValue -= 7; equitableer.items.Add(equitable, 1); }
public void tackOffArmor(Equitment equitable, Player.Player equitableer) { var player = equitableer as Player.Player; player.armor = null; equitable.equitableer = null; float rate = (float)equitableer.actorProperty.HP / (float)equitableer.actorProperty.MaxHP; equitableer.actorProperty.MaxHP -= 100; equitableer.actorProperty.HP = (int)(equitableer.actorProperty.MaxHP * rate); equitableer.actorProperty.armorUpValue -= 10; equitableer.items.Add(equitable, 1); }
private void Equit(Equitment equitment, Player.Player equitableer) { var player = equitableer as Player.Player; if (player.weapon != null) { player.weapon.tackOff(player.weapon, equitableer); } player.weapon = (Weapon)equitment; equitment.equitableer = equitableer; equitableer.actorProperty.damageUpValue += 7; equitableer.items.Remove(equitment); }
public void equitArmor(Equitment equitable, Player.Player equitableer) { var player = equitableer as Player.Player; if (player.armor != null) { tackOffArmor(equitable, equitableer); } player.armor = equitable as Armor; equitable.equitableer = equitableer; float rate = (float)equitableer.actorProperty.HP / (float)equitableer.actorProperty.MaxHP; equitableer.actorProperty.MaxHP += 100; equitableer.actorProperty.HP = (int)(equitableer.actorProperty.MaxHP * rate); equitableer.actorProperty.armorUpValue += 10; equitableer.items.Remove(equitable); }