public void SaveItem(NpcData item) { item.Type = (string)lstTypes.Text; item.SetValue(NpcData.VAR_LEVEL, txtLevel.Text); item.SetValue(NpcData.VAR_NPC_AI, setAI(txtAI.Text)); item.SetValue(NpcData.VAR_ACQUIRE_EXP_RATE, txtAcquireExpRate.Text); item.SetValue(NpcData.VAR_ACQUIRE_SP, txtAcquireSp.Text); item.SetValue(NpcData.VAR_UNSOWING, chkUnsowing.IsChecked); item.SetValue(NpcData.VAR_CLAN, lstClan.Text); item.SetValue(NpcData.VAR_IGNORE_CLAN_LIST, lstIgnoreClanList.Text); item.SetValue(NpcData.VAR_CLAN_HELP_RANGE, txtClanHelpRange.Text); item.SetValue(NpcData.VAR_SLOT_CHEST, StringUtils.setString(txtSlotChest.Text)); item.SetValue(NpcData.VAR_SLOT_RHAND, StringUtils.setString(txtSlotRHand.Text)); item.SetValue(NpcData.VAR_SLOT_LHAND, StringUtils.setString(txtSlotLHand.Text)); item.SetValue(NpcData.VAR_SHIELD_DEFENSE_RATE, txtShieldDefenseRate.Text); item.SetValue(NpcData.VAR_SHIELD_DEFENSE, txtShieldDefense.Text); item.SetValue(NpcData.VAR_RACE, lstRace.Text); item.SetValue(NpcData.VAR_SEX, setSex(lstSex.SelectedIndex)); item.SetValue(NpcData.VAR_UNDYING, chkUndying.IsChecked); item.SetValue(NpcData.VAR_CAN_BE_ATTACKED, chkCanBeAttacked.IsChecked); item.SetValue(NpcData.VAR_CORPSE_TIME, txtCorpseTime.Text); item.SetValue(NpcData.VAR_NO_SLEEP_MODE, chkNoSleepMode.IsChecked); item.SetValue(NpcData.VAR_AGRO_RANGE, txtAgroRange.Text); item.SetValue(NpcData.VAR_GROUND_HIGH, setFirstTri(txtGroundHigh.Text)); item.SetValue(NpcData.VAR_GROUND_LOW, setFirstTri(txtGroundLow.Text)); item.SetValue(NpcData.VAR_EXP, txtExp.Text); item.SetValue(NpcData.VAR_ORG_HP, txtOrgHp.Text); item.SetValue(NpcData.VAR_ORG_HP_REGEN, txtOrgHpRegen.Text); item.SetValue(NpcData.VAR_ORG_MP, txtOrgMp.Text); item.SetValue(NpcData.VAR_ORG_MP_REGEN, txtOrgMpRegen.Text); item.SetValue(NpcData.VAR_COLLISION_RADIUS, setDual(txtCollisionRadius.Text)); item.SetValue(NpcData.VAR_COLLISION_HEIGHT, setDual(txtCollisionHeight.Text)); item.SetValue(NpcData.VAR_STR, txtStr.Text); item.SetValue(NpcData.VAR_INT, txtInt.Text); item.SetValue(NpcData.VAR_DEX, txtDex.Text); item.SetValue(NpcData.VAR_WIT, txtWit.Text); item.SetValue(NpcData.VAR_CON, txtCon.Text); item.SetValue(NpcData.VAR_MEN, txtMen.Text); item.SetValue(NpcData.VAR_BASE_ATTACK_TYPE, lstBaseAttackType.Text); item.SetValue(NpcData.VAR_BASE_ATTACK_RANGE, txtBaseAttackRange.Text); // string[] baseDamageRange = new string[] { "0", "0", txtBaseDamageRange_angle.Text, txtBaseDamageRange_distance.Text }; item.SetValue(NpcData.VAR_BASE_DAMAGE_RANGE, setDamageRange(baseDamageRange)); // item.SetValue(NpcData.VAR_BASE_RAND_DAM, txtBaseRandDam.Text); item.SetValue(NpcData.VAR_BASE_PHYSICAL_ATTACK, txtBasePhysicalAttack.Text); item.SetValue(NpcData.VAR_BASE_CRITICAL, txtBaseCritical.Text); item.SetValue(NpcData.VAR_PHYSICAL_HIT_MODIFY, txtPhysicalHitModify.Text); item.SetValue(NpcData.VAR_BASE_ATTACK_SPEED, txtBaseAttackSpeed.Text); item.SetValue(NpcData.VAR_BASE_REUSE_DELAY, txtBaseReuseDelay.Text); item.SetValue(NpcData.VAR_BASE_MAGIC_ATTACK, txtBaseMagicAttack.Text); item.SetValue(NpcData.VAR_BASE_DEFEND, txtBaseDefend.Text); item.SetValue(NpcData.VAR_BASE_MAGIC_DEFEND, txtBaseMagicDefend.Text); item.SetValue(NpcData.VAR_PHYSICAL_AVOID_MODIFY, txtPhysicalAvoidModify.Text); item.SetValue(NpcData.VAR_SOULSHOT_COUNT, txtSoulshotCount.Text); item.SetValue(NpcData.VAR_SPIRITSHOT_COUNT, txtSpiritShotCount.Text); item.SetValue(NpcData.VAR_HIT_TIME_FACTOR, txtHitTimeFactor.Text); item.SetValue(NpcData.VAR_SAFE_HEIGHT, txtSafeHeight.Text); }