private void CountCharacterParams(Master.MSkill skillMaster) { this.power += skillMaster.power; this.knowledge += skillMaster.knowledge; this.speed += skillMaster.speed; this.trick += skillMaster.trick; this.endurance += skillMaster.endurance; this.movingPower += skillMaster.movingPower; this.riding += skillMaster.riding; this.walker += skillMaster.walker; this.pike += skillMaster.pike; this.sword += skillMaster.sword; this.longKnife += skillMaster.longKnife; this.knife += skillMaster.knife; this.longAx += skillMaster.longAx; this.ax += skillMaster.ax; this.longSticks += skillMaster.longSticks; this.sticks += skillMaster.sticks; this.archery += skillMaster.archery; this.hiddenWeapons += skillMaster.hiddenWeapons; this.dualWield += skillMaster.dualWield; this.magic += skillMaster.magic; this.resistanceMetal += skillMaster.resistanceMetal; this.resistanceWood += skillMaster.resistanceWood; this.resistanceWater += skillMaster.resistanceWater; this.resistanceFire += skillMaster.resistanceFire; this.resistanceEarth += skillMaster.resistanceEarth; }
public float TileAid(View.Map.VTile vTile) { int aid = 0; foreach (MSkill skill in skills) { Master.MSkill mSkill = skill.master; if (!Master.MSkill.IsSkillType(mSkill, SkillType.help) || mSkill.effect.special != SkillEffectSpecial.tile) { continue; } if (mSkill.wild > 0 && Array.Exists(Util.Global.Constant.tile_wild, v => v == vTile.tileId)) { aid += mSkill.wild; } if (mSkill.swim > 0 && Array.Exists(Util.Global.Constant.tile_swim, v => v == vTile.tileId)) { aid += mSkill.swim; } } return(aid == 0 ? 1f : (100 + aid) * 0.01f); }
public void Update(MCharacter mCharacter) { Master.MCharacter master = mCharacter.master; if (master == null) { return; } MSkill[] skills = mCharacter.skills; this.power = master.power; this.knowledge = master.knowledge; this.speed = master.speed; this.trick = master.trick; this.endurance = master.endurance; this.movingPower = master.movingPower; this.riding = master.riding; this.walker = master.walker; this.pike = master.pike; this.sword = master.sword; this.longKnife = master.longKnife; this.knife = master.knife; this.longAx = master.longAx; this.ax = master.ax; this.longSticks = master.longSticks; this.sticks = master.sticks; this.archery = master.archery; this.hiddenWeapons = master.hiddenWeapons; this.dualWield = master.dualWield; this.resistanceMetal += master.resistanceMetal; this.resistanceWood += master.resistanceWood; this.resistanceWater += master.resistanceWater; this.resistanceFire += master.resistanceFire; this.resistanceEarth += master.resistanceEarth; int hp = master.hp; int mp = master.mp; if (skills != null) { foreach (MSkill skill in skills) { Master.MSkill skillMaster = skill.master; if (skillMaster == null) { return; } if (!System.Array.Exists(skillMaster.types, s => s == SkillType.ability)) { continue; } hp += skillMaster.hp; mp += skillMaster.mp; this.CountCharacterParams(skillMaster); } } List <MEquipment> equipments = new List <MEquipment>(); if (mCharacter.weapon > 0) { equipments.Add(mCharacter.equipmentWepon); } if (mCharacter.clothes > 0) { equipments.Add(mCharacter.equipmentClothes); } if (mCharacter.horse > 0) { equipments.Add(mCharacter.equipmentHorse); } physicalAttack = 0; physicalDefense = 0; magicAttack = 0; magicDefense = 0; foreach (MEquipment equipment in equipments) { hp += equipment.hp; mp += equipment.mp; this.power += equipment.power; this.knowledge += equipment.knowledge; this.speed += equipment.speed; this.trick += equipment.trick; this.endurance += equipment.endurance; this.movingPower += equipment.movingPower; this.riding += equipment.riding; this.walker += equipment.walker; this.pike += equipment.pike; this.sword += equipment.sword; this.longKnife += equipment.longKnife; this.knife += equipment.knife; this.longAx += equipment.longAx; this.ax += equipment.ax; this.longSticks += equipment.longSticks; this.sticks += equipment.sticks; this.archery += equipment.archery; this.hiddenWeapons += equipment.hiddenWeapons; this.dualWield += equipment.dualWield; this.magic += equipment.magic; this.resistanceMetal += equipment.resistanceMetal; this.resistanceWood += equipment.resistanceWood; this.resistanceWater += equipment.resistanceWater; this.resistanceFire += equipment.resistanceFire; this.resistanceEarth += equipment.resistanceEarth; physicalAttack += equipment.physicalAttack; physicalDefense += equipment.physicalDefense; magicAttack += equipment.magicAttack; magicDefense += equipment.magicDefense; } this.hpMax = Mathf.FloorToInt(mCharacter.level * (10 + this.endurance * 0.2f) + hp); this.mpMax = Mathf.FloorToInt(mCharacter.level * (5 + this.knowledge * 0.1f) + mp); float moveTypeValue = (mCharacter.moveType == MoveType.cavalry ? this.riding : this.walker); switch (mCharacter.weaponType) { case WeaponType.archery: moveTypeValue += this.archery; break; case WeaponType.pike: moveTypeValue += this.pike; break; case WeaponType.sword: moveTypeValue += this.sword; break; case WeaponType.longAx: moveTypeValue += this.longAx; break; case WeaponType.ax: moveTypeValue += this.ax; break; case WeaponType.longKnife: moveTypeValue += this.longKnife; break; case WeaponType.shortKnife: moveTypeValue += this.knife; break; case WeaponType.longSticks: moveTypeValue += this.longSticks; break; case WeaponType.sticks: moveTypeValue += this.sticks; break; case WeaponType.dualWield: moveTypeValue += this.dualWield; break; case WeaponType.magic: moveTypeValue += this.magic; break; } float starPower = 0.7f + mCharacter.star * 0.06f; this.physicalAttack = Mathf.FloorToInt((this.power + this.knowledge) * 0.3f + (this.power * 2f + this.knowledge) * (0.4f + (moveTypeValue * 0.5f) * 0.006f) * (1f + mCharacter.level * starPower * 0.5f) * 0.1f); this.physicalAttack += physicalAttack; this.magicAttack = Mathf.FloorToInt((this.trick + this.knowledge) * 0.3f + (this.trick * 2f + this.knowledge) * (0.4f + (moveTypeValue * 0.5f) * 0.006f) * (1f + mCharacter.level * starPower * 0.5f) * 0.1f); this.magicAttack += magicAttack; this.physicalDefense = Mathf.FloorToInt((this.power * 0.5f + this.knowledge) * 0.3f + (this.power + this.knowledge) * (1f + mCharacter.level * starPower * 0.5f) * 0.04f); this.physicalDefense += physicalDefense; this.magicDefense = Mathf.FloorToInt((this.trick * 0.5f + this.knowledge) * 0.3f + (this.trick + this.knowledge) * (1f + mCharacter.level * starPower * 0.5f) * 0.04f); this.magicDefense += magicDefense; this.hpMax *= 3; this.mpMax *= 3; }