private static Equipment createRing() { Equipment equipment = new Equipment(); ///Physiscs absorption, Magic absorption equipment.staticIndexes.Add("name", "ring"); equipment.setValue(Indexes.pab_na, new CoreLib.Range <float>(0.60f / 100, 0.90f / 100)); equipment.setValue(Indexes.mab_na, new CoreLib.Range <float>(0.69f / 100, 1.04f / 100)); return(equipment); }
private static Equipment createBoots() { Equipment equipment = new Equipment(); //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce equipment.staticIndexes.Add("name", "boots"); equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(2.8f, 3.4f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.20f / 100, 1.80f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.20f / 100, 1.80f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(3.7f, 5.5f)); return(equipment); }
private static Equipment createBelt() { Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "belt"); //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.1f, 3.7f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.32f / 100, 1.98f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.32f / 100, 1.98f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.0f, 6.1f)); return(equipment); }
private static Equipment createGloves() { //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "gloves"); equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(2.9f, 3.5f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.26f / 100, 1.89f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.26f / 100, 1.89f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(3.9f, 5.8f)); return(equipment); }
private static Equipment createPants()// quan { Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "pants"); //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.4f, 4.0f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.44f / 100, 2.16f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.44f / 100, 2.16f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.4f, 6.6f)); return(equipment); }
private static Equipment createCape()// ao { Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "cape"); // Physical defense, Magical defense, Physical Reinforce, Magical Reinforce equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.5f, 4.2f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.50f / 100, 2.25f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.50f / 100, 2.25f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.6f, 6.9f)); return(equipment); }
private static Equipment createHelmet() // mu { Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "helmet"); // Physical defense, Magical defense, Physical Reinforce, Magical Reinforce equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.2f, 3.9f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.38f / 100, 2.07f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.38f / 100, 2.07f / 100)); equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.2f, 6.3f)); return(equipment); }
private static Equipment createShield() { Equipment equipment = new Equipment(); equipment.staticIndexes.Add("name", "shield"); //Physical defense, Magical defense, Block chance, Physical Reinforce, Magical Reinforce //13.7 14.9 35.4 38.5 19.2 % 25.8 % 22.5 % 19.2 % 25.8 % 22.5 % 25.0 28.0 equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.7f, 4.4f)); equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0)); equipment.setValue(Indexes.block_cha_na, new CoreLib.Range <float>(0.01f, 0.02f)); equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.58f / 100, 2.36f / 100)); equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.58f / 100, 2.36f / 100)); return(equipment); }
private static Equipment createWeapon() { Equipment equipment = new Equipment(); // kiem dai //Physical damage, Magical damage, Critical chance, Attack rate, Physical Reinforce, Magical Reinforce //13.7 14.9 35.4 38.5 19.2 % 25.8 % 22.5 % 19.2 % 25.8 % 22.5 % 25.0 28.0 equipment.staticIndexes.Add("name", "weapon"); equipment.setValue(Indexes.pda_na, new CoreLib.Range <float>(70.8f, 85.9f)); equipment.setValue(Indexes.mda_na, new CoreLib.Range <float>(70.8f, 85.9f)); equipment.staticIndexes.Add(Indexes.cri_cha_na, 0.02f); equipment.setValue(Indexes.atr_na, new CoreLib.Range <float>(19.3f, 28.9f)); equipment.setValue(Indexes.pre_na, new CoreLib.Range <float>(10.00f / 100, 15.00f / 100)); equipment.setValue(Indexes.mre_na, new CoreLib.Range <float>(0, 0)); return(equipment); }