void CaculateIndexAfterReinforce() { if (isSpecialUpgrade) { if (_mainEquip.typeItem == TypeEquipmentCharacter.Avatar) { int _newLevel = _mainEquip.levelUpgraded + 1; _newEquipAfterUpgrade.setValue("39", _newLevel * 0.02f); _newEquipAfterUpgrade.setValue("98", _newLevel * 0.01f); _newEquipAfterUpgrade.setValue("99", _newLevel * 0.01f); _newEquipAfterUpgrade.setValue("100", _newLevel * 0.005f); _newEquipAfterUpgrade.setValue("101", _newLevel * 0.005f); _newEquipAfterUpgrade.setValue("999", (_newLevel - 1) / 2 + 1); } else { int _idAttribute = MappingData.ConvertIdBuffToAttribute(_mainEquip.idItemInit); _tempValueIndex = float.Parse(_mainEquip.getValue(_idAttribute.ToString()).ToString()); _newEquipAfterUpgrade.setValue(_idAttribute.ToString(), _tempValueIndex + (_mainEquip.idItemInit <= 8 ? 0.05f : 0.1f)); } } for (int i = 1; i <= 28; i++) { _tempValueIndex = float.Parse(_mainEquip.getValue(i.ToString()).ToString()); if (_tempValueIndex != 0) { _newEquipAfterUpgrade.setValue(i.ToString(), _tempValueIndex * 1.1f); } } _newEquipAfterUpgrade.levelUpgraded += 1; }
void CaculateIndexAfterReinforce() { for (int i = 1; i <= 28; i++) { _tempValueIndex = float.Parse(_mainEquip.getValue(i.ToString()).ToString()); if (_tempValueIndex != 0) { _newEquipAfterUpgrade.setValue(i.ToString(), _tempValueIndex * 1.1f); } } _newEquipAfterUpgrade.levelUpgraded += 1; }
void GetListPropertiesDisplay(EquipmentItem _item) { propertyString.Clear(); switch (_item.typeItem) { case TypeEquipmentCharacter.Weapon: case TypeEquipmentCharacter.OffhandWeapon: if (!float.Parse(_myEquipment.getValue("2").ToString()).Equals(0)) { propertyString.Add(string.Format("Physical Damage: {0} - {1}", _fixValue(1), _fixValue(2))); } if (!float.Parse(_myEquipment.getValue("4").ToString()).Equals(0)) { propertyString.Add(string.Format("Magical Damage: {0} - {1}", _fixValue(3), _fixValue(4))); } if (!float.Parse(_myEquipment.getValue("5").ToString()).Equals(0)) { propertyString.Add(string.Format("Critical Chance: {0}%", _fixValue(5, true))); } if (!float.Parse(_myEquipment.getValue("6").ToString()).Equals(0)) { propertyString.Add(string.Format("Multicast Chance: {0}%", _fixValue(6, true))); } if (!float.Parse(_myEquipment.getValue("12").ToString()).Equals(0)) { propertyString.Add(string.Format("Attack Rate: {0} - {1}", _fixValue(11), _fixValue(12))); } if (!float.Parse(_myEquipment.getValue("8").ToString()).Equals(0)) { propertyString.Add(string.Format("Physical damage Reinforce: {0}% - {1}%", _fixValue(7, true), _fixValue(8, true))); } if (!float.Parse(_myEquipment.getValue("10").ToString()).Equals(0)) { propertyString.Add(string.Format("Magical damage Reinforce: {0}% - {1}%", _fixValue(9, true), _fixValue(10, true))); } break; case TypeEquipmentCharacter.Shield: propertyString.Add(string.Format("Physical Defense: {0} - {1} ", _fixValue(17), _fixValue(18))); propertyString.Add(string.Format("Magical Defense: {0} - {1}", _fixValue(19), _fixValue(20))); propertyString.Add(string.Format("Block Chance: {0}%", _fixValue(16, true))); propertyString.Add(string.Format("Physical Reduction: {0}% - {1}%", _fixValue(21, true), _fixValue(22, true))); propertyString.Add(string.Format("Magical Reduction: {0}% - {1}%", _fixValue(23, true), _fixValue(24, true))); break; case TypeEquipmentCharacter.Head: case TypeEquipmentCharacter.Torso: case TypeEquipmentCharacter.Leg: case TypeEquipmentCharacter.Belt: case TypeEquipmentCharacter.Boots: case TypeEquipmentCharacter.Gloves: propertyString.Add(string.Format("Physical Defense: {0} - {1}", _fixValue(17), _fixValue(18))); propertyString.Add(string.Format("Magical Defense: {0} - {1}", _fixValue(19), _fixValue(20))); propertyString.Add(string.Format("Parry Chance: {0} - {1}", _fixValue(13), _fixValue(14))); propertyString.Add(string.Format("Physical Reduction: {0}% - {1}%", _fixValue(21, true), _fixValue(22, true))); propertyString.Add(string.Format("Magical Reduction: {0}% - {1}%", _fixValue(23, true), _fixValue(24, true))); break; case TypeEquipmentCharacter.Ring: case TypeEquipmentCharacter.Amulet: propertyString.Add(string.Format("Physical Absorption: {0}% - {1}%", _fixValue(25, true), _fixValue(26, true))); propertyString.Add(string.Format("Magical Absorption: {0}% - {1}%", _fixValue(27, true), _fixValue(28, true))); break; case TypeEquipmentCharacter.Avatar: propertyString.Add(string.Format("Health: {0}%", _fixValue(39, true))); propertyString.Add(string.Format("Physical damage: {0}%", _fixValue(98, true))); propertyString.Add(string.Format("Magical damamge: {0}%", _fixValue(99, true))); propertyString.Add(string.Format("Physical absoption: {0}%", _fixValue(100, true))); propertyString.Add(string.Format("Magical absorption: {0}%", _fixValue(101, true))); propertyString.Add(string.Format("Slots of Adding Magical Properties: {0} Unit", int.Parse(_item.getValue("999").ToString()))); break; case TypeEquipmentCharacter.Buff: int _idRate = MappingData.ConvertIdBuffToAttribute(_myEquipment.idItemInit); string _valueRate = _fixValue(_idRate, true); switch (_item.idItemInit) { case 1: propertyString.Add(string.Format("Damage against Assassin: {0}%", _valueRate)); break; case 2: propertyString.Add(string.Format("Damage against Paladin: {0}%", _valueRate)); break; case 3: propertyString.Add(string.Format("Damage against Zealot: {0}%", _valueRate)); break; case 4: propertyString.Add(string.Format("Damage against Sorceress: {0}%", _valueRate)); break; case 5: propertyString.Add(string.Format("Damage against Wizard: {0}%", _valueRate)); break; case 6: propertyString.Add(string.Format("Damage against Marksman: {0}%", _valueRate)); break; case 7: propertyString.Add(string.Format("Damage against Orc: {0}%", _valueRate)); break; case 8: propertyString.Add(string.Format("Damage against Barbarian: {0}%", _valueRate)); break; case 9: propertyString.Add(string.Format("Knock back resistance: {0}%", _valueRate)); break; case 10: propertyString.Add(string.Format("Immobilization resistance: {0}%", _valueRate)); break; case 11: propertyString.Add(string.Format("Blindness resistance: {0}%", _valueRate)); break; case 12: propertyString.Add(string.Format("Dementia resistance: {0}%", _valueRate)); break; case 13: propertyString.Add(string.Format("Disease resistance: {0}%", _valueRate)); break; case 14: propertyString.Add(string.Format("Fear resistance: {0}%", _valueRate)); break; case 15: propertyString.Add(string.Format("Sleep resistance: {0}%", _valueRate)); break; case 16: propertyString.Add(string.Format("Glamour resistance: {0}%", _valueRate)); break; case 17: propertyString.Add(string.Format("Stun resistance: {0}%", _valueRate)); break; case 18: propertyString.Add(string.Format("Hypnotic resistance: {0}%", _valueRate)); break; case 19: propertyString.Add(string.Format("Impotent resistance: {0}%", _valueRate)); break; case 20: propertyString.Add(string.Format("Rot resistance: {0}%", _valueRate)); break; case 21: propertyString.Add(string.Format("Pain resistance: {0}%", _valueRate)); break; case 22: propertyString.Add(string.Format("Bleed resistance: {0}%", _valueRate)); break; case 23: propertyString.Add(string.Format("Crazy resistance: {0}%", _valueRate)); break; case 24: propertyString.Add(string.Format("Dull resistance: {0}%", _valueRate)); break; default: Debug.Log("Sao không có cái nào trùng"); break; } break; } try { var N = SimpleJSON.JSON.Parse(_item.getValue("listidproperty").ToString()); foreach (KeyValuePair <string, JSONNode> _temp in N.AsObject) { propertyString.Add("+" + Constant.getPropertiesName(_temp.Key.ToString()) + ": " + Constant.displayTypeProperty(int.Parse(_temp.Key.ToString()), float.Parse(_temp.Value.AsFloat.ToString()))); } } catch (Exception e) { } propertyString.Add(string.Format("Sell price: {0}", _item.priceItem)); }
public void RemoveBonusItem(EquipmentItem _item) { minPhysicalDamage -= float.Parse(_item.getValue("1").ToString()); maxPhysicalDamage -= float.Parse(_item.getValue("2").ToString()); minMagicalDamage -= float.Parse(_item.getValue("3").ToString()); maxMagicalDamage -= float.Parse(_item.getValue("4").ToString()); CriticalChance -= float.Parse(_item.getValue("5").ToString()); MulticastChance -= float.Parse(_item.getValue("6").ToString()); minPhysicalReinforce -= float.Parse(_item.getValue("7").ToString()); maxPhysicalReinforce -= float.Parse(_item.getValue("8").ToString()); minMagicalReinforce -= float.Parse(_item.getValue("9").ToString()); maxMagicalReinforce -= float.Parse(_item.getValue("10").ToString()); minAttackRate -= float.Parse(_item.getValue("11").ToString()); maxAttackRate -= float.Parse(_item.getValue("12").ToString()); minParryRate -= float.Parse(_item.getValue("13").ToString()); maxParryRate -= float.Parse(_item.getValue("14").ToString()); minBlockChance -= float.Parse(_item.getValue("15").ToString()); maxBlockChance -= float.Parse(_item.getValue("16").ToString()); minPhysicalDef -= float.Parse(_item.getValue("17").ToString()); maxPhysicalDef -= float.Parse(_item.getValue("18").ToString()); minMagicalDef -= float.Parse(_item.getValue("19").ToString()); maxMagicalDef -= float.Parse(_item.getValue("20").ToString()); minPhysicalRedution -= float.Parse(_item.getValue("21").ToString()); maxPhysicalRedution -= float.Parse(_item.getValue("22").ToString()); minPhysicalAbsorption -= float.Parse(_item.getValue("23").ToString()); maxPhysicalAbsorption -= float.Parse(_item.getValue("24").ToString()); minMagicalAbsorption -= float.Parse(_item.getValue("27").ToString()); maxMagicalAbsorption -= float.Parse(_item.getValue("28").ToString()); try { var N = SimpleJSON.JSON.Parse(_item.getValue("listidproperty").ToString()); for (int i = 0; i < N.Count; i++) { foreach (KeyValuePair <string, JSONNode> _temp in N[i].AsObject) { SubBonusProperties(int.Parse(_temp.Key.ToString()), float.Parse(_temp.Value.ToString())); } } } catch (Exception e) { } }