/// <summary> /// 몬스터 생성 전용 /// 몬스터를 생성할 때 스탯을 설정한다. /// </summary> /// <param name="power">힘</param> /// <param name="stamina">체력</param> /// <param name="intelli">지능</param> /// <param name="willpower">정신력</param> /// <param name="concentration">집중력</param> /// <param name="agility">민첩</param> public Ability(long power, long stamina, long intelli, long willpower, long concentration, long agility) { _CalculateRule = CalculateRule.Monster; Power = power; Stamina = stamina; Intelli = intelli; Willpower = willpower; Concentration = concentration; Agility = agility; }
/// <summary> /// 몬스터 생성 전용 /// 몬스터 생성할 때 스탯 수치로 정해주는 것이 원칙이지만 /// 특별한 경우 직접 능력치를 설정해서 생성할 수 있다. /// </summary> /// <param name="hpMax">HP MAX</param> /// <param name="mpMax">MP MAX</param> /// <param name="hpRec">HP회복</param> /// <param name="mpRec">MP회복</param> /// <param name="attack">공격력</param> /// <param name="defense">방어력</param> /// <param name="attackSpeed">공격속도</param> /// <param name="accuracy">명중률</param> /// <param name="evasionRate">회피율</param> public Ability(long hpMax, long mpMax, long hpRec, long mpRec, long attack, long defense, int attackSpeed, float accuracy, float evasionRate) { _CalculateRule = CalculateRule.Monster; HPMax = hpMax; MPMax = mpMax; HPRec = hpRec; MPRec = mpRec; Attack = attack; Defense = defense; AttackSpeed = attackSpeed; Accuracy = accuracy; EvasionRate = evasionRate; }
public Ability(CalculateRule calculateRule) { _CalculateRule = calculateRule; }