/// <summary> /// Creé une nouvelle instance de Weapon à partir du modèle donné. /// </summary> /// <param name="model"></param> public Weapon(Entities.EntityHero owner, WeaponModel model) { Model = model; Level = 0; Enchant = new WeaponEnchantModel(); Owner = owner; }
public static WeaponEnchantModel Vampire() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "vampire"; model.CastingEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.Heal, 4, 0), }; return(model); }
public static WeaponEnchantModel Destroyer() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "destroyer"; model.OnHitEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.ArmorBuff, -3, 2), }; return(model); }
public static WeaponEnchantModel Runic() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[3]; model.Name = "runic"; model.PassiveEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.CDR, 3, 0), }; return(model); }
public static WeaponEnchantModel Cold() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "cold"; model.OnHitEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.MoveSpeed, -2, 4), }; return(model); }
public static WeaponEnchantModel Soften() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "soften"; model.CastingEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.AttackDamageBuff, -2, 2), CreatePassive(StateAlterationType.MagicDamageBuff, -2, 2), }; return(model); }
public static WeaponEnchantModel Precision() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "precision"; model.CastingEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.AttackDamageBuff, 4, 3), CreatePassive(StateAlterationType.AttackSpeed, 3, 3) }; return(model); }
public static WeaponEnchantModel Fury() { var cst = GameServer.GetScene().Constants.Equip; WeaponEnchantModel model = new WeaponEnchantModel(); model.Price = cst.EquipCost[5]; model.Name = "fury"; model.CastingEffects = new List <Entities.StateAlterationModel>() { CreatePassive(StateAlterationType.ArmorBuff, -2, 4), CreatePassive(StateAlterationType.AttackSpeed, 4, 4), CreatePassive(StateAlterationType.MoveSpeed, 50, 4), }; return(model); }
/// <summary> /// Retourne une copie de cette instance. /// </summary> /// <returns></returns> public WeaponEnchantModel Copy() { WeaponEnchantModel copy = new WeaponEnchantModel(); foreach (var i in OnHitEffects) { copy.OnHitEffects.Add(i.Copy()); } foreach (var i in PassiveEffects) { copy.PassiveEffects.Add(i.Copy()); } foreach (var i in CastingEffects) { copy.CastingEffects.Add(i.Copy()); } return(copy); }