/// <summary> /// Crée un équipement passif à partir d'une liste de passifs, d'une liste de prix et d'un type. /// </summary> public static PassiveEquipmentModel Create(string name, EquipmentType type, int[] prices, List <Passive> passives) { var cst = GameServer.GetScene().Constants.Equip; PassiveEquipmentModel b = new PassiveEquipmentModel(); b.Name = name; b.Type = type; var passiveAlts = CreatePassives(passives); for (int i = 0; i < 3; i++) { PassiveEquipmentUpgradeModel upgrade = new PassiveEquipmentUpgradeModel(); upgrade.Cost = cst.EquipCost[prices[i]]; upgrade.PassiveAlterations = passiveAlts[i]; b.Upgrades.Add(upgrade); } return(b); }
public Amulet(Entities.EntityHero owner, PassiveEquipmentModel model) : base(owner, model) { }
public PassiveEquipment(Entities.EntityHero owner, PassiveEquipmentModel model) { Owner = owner; Model = model; }