Пример #1
0
    public void setTargetParam(gameChar target, int field, int effectVal)
    {
        switch (field)
        {
        case 0: target.setCurrentHP(target.getCurrentHP() + effectVal); break;

        case 1: target.setCurrentMP(target.getCurrentMP() + effectVal); break;

        case 2: target.setAttMod(target.getAttMod() + effectVal); break;

        case 3: target.setDefMod(target.getDefMod() + effectVal); break;

        case 4: target.setIntMod(target.getIntMod() + effectVal); break;
        }
    }
Пример #2
0
    public bool unEquipChar(gameChar equiped)
    {
        for (int i = 0; i < rank; i++)                  //for each rank, unset owner's attribute
        {
            float effectingVal = attributePair[i].second;
            switch ((int)(attributePair[i].first))
            {
            case 0: {
                equiped.setMaxHP(equiped.getMaxHP() - effectingVal);
                equiped.setCurrentHP(equiped.getCurrentHP() - effectingVal);
                break;
            }

            case 1: {
                equiped.setMaxMP(equiped.getMaxMP() - effectingVal);
                equiped.setCurrentMP(equiped.getCurrentMP() - effectingVal);
                break;
            }

            case 2: {
                equiped.setAttack(equiped.getAttack() - effectingVal);
                break;
            }

            case 3: {
                equiped.setDefense(equiped.getDefense() - effectingVal);
                break;
            }

            case 4: {
                equiped.setIntelligence(equiped.getIntelligence() - effectingVal);
                break;
            }

            default: {
                return(false);

                break;
            }
            }
        }
        return(true);
    }