protected override void Init_SyncData(params object[] args) { base.Init_SyncData(args); switch (UnitType) { case UnitType.Prop: PropLowID = (uint)args[3]; PropInfo = _LowDataMgr.instance.GetPropInfo(PropLowID); break; } GroupNo = (int)args[4]; }
void SetStatusProp(uint propID) { // enthan Base Stats FirstAtkRange = 1.04f; AtkDelay = 1f; AtkRecognition = 20f; RushAtkRange = 0; CurMoveType = OrignalMoveType = (MoveType)1; AttackType = eAttackType.Melee; AirHeight = 0; AirFlyTime = 0; Mob.PropInfo propData = _LowDataMgr.instance.GetPropInfo(propID); Stats.Add(AbilityType.HP, new Attribute(propData.BaseHp)); Stats.Add(AbilityType.DAMAGE, new Attribute(propData.BaseAtk)); Stats.Add(AbilityType.HIT_RATE, new Attribute(propData.BaseHit)); Stats.Add(AbilityType.DODGE_RATE, new Attribute(propData.BaseAvoid)); Stats.Add(AbilityType.CRITICAL_RATE, new Attribute(propData.BaseCriticalRate)); Stats.Add(AbilityType.CRITICAL_RES, new Attribute(propData.BaseCriticalResist)); Stats.Add(AbilityType.CRITICAL_DAMAGE, new Attribute(propData.BaseCriticalDamage)); Stats.Add(AbilityType.DRAIN_HP, new Attribute(propData.BaseLifeSteal)); Stats.Add(AbilityType.DEFENCE_IGNORE, new Attribute(propData.BaseIgnoreAtk)); Stats.Add(AbilityType.DAMAGE_DECREASE, new Attribute(propData.BaseDamageDown)); Stats.Add(AbilityType.DAMAGE_DECREASE_RATE, new Attribute(propData.BaseDamageDownRate)); Stats.Add(AbilityType.COOLTIME, new Attribute(0)); Stats.Add(AbilityType.ATTACK_SPEED, new Attribute(1)); Stats.Add(AbilityType.ATTACK_RANGE, new Attribute(2)); Stats.Add(AbilityType.ATTACK_ANGLE, new Attribute(140)); Stats.Add(AbilityType.MOVE_SPEED, new Attribute(7.5f)); Stats.Add(AbilityType.DETECTED_RANGE, new Attribute(15f)); Stats.Add(AbilityType.SUPERARMOR, new Attribute(0)); Stats.Add(AbilityType.SUPERARMOR_RECOVERY_TIME, new Attribute(0)); Stats.Add(AbilityType.SUPERARMOR_RECOVERY_RATE, new Attribute(0)); Stats.Add(AbilityType.SUPERARMOR_RECOVERY, new Attribute(0)); Stats.Add(AbilityType.WEIGHT, new Attribute(0)); savedMaxHp = Hp = (int)Stats[AbilityType.HP].FinalValue; //프롭은 슈퍼아머 없음 SuperArmor = 0; }