private void P12_ValueChanged(object sender, EventArgs e) { uint[] bonuses = ItemStatBonusesForm.GetValues((uint)P12.Value); X_SIM_HP.Value = (sbyte)bonuses[0]; //HP X_SIM_STR.Value = (sbyte)bonuses[1]; //攻撃 X_SIM_SKILL.Value = (sbyte)bonuses[2]; //技 X_SIM_SPD.Value = (sbyte)bonuses[3]; //速さ X_SIM_DEF.Value = (sbyte)bonuses[4]; //守備 X_SIM_RES.Value = (sbyte)bonuses[5]; //魔防 X_SIM_LUCK.Value = (sbyte)bonuses[6]; //幸運 X_SIM_MOVE.Value = (sbyte)bonuses[7]; //移動 X_SIM_BODY.Value = (sbyte)bonuses[8]; //体格 }
private void P12_ValueChanged(object sender, EventArgs e) { uint[] bonuses = ItemStatBonusesForm.GetValues((uint)P12.Value); X_SIM_HP.Value = (sbyte)bonuses[0]; //HP X_SIM_STR.Value = (sbyte)bonuses[1]; //攻撃 X_SIM_SKILL.Value = (sbyte)bonuses[2]; //技 X_SIM_SPD.Value = (sbyte)bonuses[3]; //速さ X_SIM_DEF.Value = (sbyte)bonuses[4]; //守備 X_SIM_RES.Value = (sbyte)bonuses[5]; //魔防 X_SIM_LUCK.Value = (sbyte)bonuses[6]; //幸運 X_SIM_MOVE.Value = (sbyte)bonuses[7]; //移動 X_SIM_BODY.Value = (sbyte)bonuses[8]; //体力 MagicSplitUtil.magic_split_enum magic_split = MagicSplitUtil.SearchMagicSplit(); if (magic_split == MagicSplitUtil.magic_split_enum.FE8UMAGIC || magic_split == MagicSplitUtil.magic_split_enum.FE7UMAGIC) { MagicExtUnitBase.Value = (sbyte)bonuses[9]; //魔力 } }