示例#1
0
        public ResistanceCollection GetResistances()
        {
            ResistanceCollection resistanceCollection = new ResistanceCollection();

            if (GetTokens(1) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.DARK, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            if (GetTokens(2) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.LIGHT, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            if (GetTokens(3) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.FIRE, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            if (GetTokens(4) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.WATER, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            if (GetTokens(5) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.AIR, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            if (GetTokens(6) > 0)
            {
                resistanceCollection.Add(new Resistance(EDamageType.EARTH, ConfigManager.Instance.Game.ResistancePerBlessing));
            }
            return(resistanceCollection);
        }
        private void IncreaseMagicResistance(FightValues p_fightValues, SkillEffectStaticData p_effect, Skill p_skill)
        {
            ResistanceCollection resistance = p_fightValues.Resistance;

            resistance.Set(new Resistance(EDamageType.AIR, (Int32)ResolveValue(resistance[EDamageType.AIR].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.EARTH, (Int32)ResolveValue(resistance[EDamageType.EARTH].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.FIRE, (Int32)ResolveValue(resistance[EDamageType.FIRE].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.WATER, (Int32)ResolveValue(resistance[EDamageType.WATER].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.DARK, (Int32)ResolveValue(resistance[EDamageType.DARK].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.LIGHT, (Int32)ResolveValue(resistance[EDamageType.LIGHT].Value, p_effect, p_skill)));
            resistance.Set(new Resistance(EDamageType.PRIMORDIAL, (Int32)ResolveValue(resistance[EDamageType.PRIMORDIAL].Value, p_effect, p_skill)));
        }
示例#3
0
 public CharacterClass(EClass p_class)
 {
     m_class             = p_class;
     m_data              = StaticDataHandler.GetStaticData <CharacterClassStaticData>(EDataType.CHARACTER_CLASS, (Int32)p_class);
     m_race              = m_data.Race;
     m_nameKey           = m_data.NameKey;
     m_advancedNameKey   = m_data.AdvancedNameKey;
     m_expertSkills      = m_data.ExpertSkills;
     m_masterSkills      = m_data.MasterSkills;
     m_grandMasterSkills = m_data.GrandMasterSkills;
     m_startSkills       = m_data.StartSkills;
     m_initialResistance = new ResistanceCollection();
     m_initialResistance.Add(m_data.ResAir);
     m_initialResistance.Add(m_data.ResEarth);
     m_initialResistance.Add(m_data.ResFire);
     m_initialResistance.Add(m_data.ResWater);
     m_initialResistance.Add(m_data.ResDark);
     m_initialResistance.Add(m_data.ResLight);
     m_initialResistance.Add(m_data.ResPrimordial);
     m_initialAttributes = new Attributes(m_data.BaseMight, m_data.BaseMagic, m_data.BasePerception, m_data.BaseDestiny, m_data.BaseVitality, m_data.BaseSpirit, m_data.BaseHP, m_data.BaseMana);
 }