示例#1
0
        public void Initialize()
        {
            foreach (var i in this.Items.Split(','))
            {
                if (i.Trim() != "")
                {
                    this.ItemsList.Add(int.Parse(i.Trim()));
                }
            }

            int lvl = 2;

            foreach (var s in this.Bonus.Split(';'))
            {
                var allBonus = new List <World.Handlers.Items.Effect>();
                this.BonusList.Add(lvl, allBonus);
                if (s.Trim() != "")
                {
                    foreach (var b in s.Trim().Split(','))
                    {
                        if (b.Trim() != "")
                        {
                            try
                            {
                                var bData = b.Trim().Split(':');
                                var bonus = new World.Handlers.Items.Effect()
                                {
                                    ID = int.Parse(bData[0].Trim()),
                                };
                                bonus.Des.Fix = int.Parse(bData[1].Trim());
                                allBonus.Add(bonus);
                            }
                            catch
                            {
                                //Utilities.ConsoleStyle.Debug("Can't load effect for item set : " + this.Name);
                            }
                        }
                    }
                }
                lvl++;
            }
        }
示例#2
0
        public void ApplyEffect(World.Handlers.Items.Effect effect, bool remove = false)
        {
            //Console.WriteLine(effect.ID.ToString());
            int value = effect.Des.Fix;

            if (remove)
            {
                value = -value;
            }
            switch ((Enums.ItemEffectEnum)effect.ID)
            {
            case Enums.ItemEffectEnum.Strenght:
                Strenght.Items += value;
                break;

            case Enums.ItemEffectEnum.Wisdom:
                Wisdom.Items += value;
                break;

            case Enums.ItemEffectEnum.Life:
                Life.Items += value;
                this._character.CurrentLife += value;
                break;

            case Enums.ItemEffectEnum.Fire:
                Fire.Items += value;
                break;

            case Enums.ItemEffectEnum.Agility:
                Agility.Items += value;
                break;

            case Enums.ItemEffectEnum.Water:
                Water.Items += value;
                break;

            case Enums.ItemEffectEnum.AP:
                ActionPoints.Items += value;
                break;

            case Enums.ItemEffectEnum.MP:
                MovementPoints.Items += value;
                break;

            case Enums.ItemEffectEnum.DamagePoint:
                FixPointBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.DamagePercent:
                PercentPointBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.HealPoint:
                HealPointBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.ViewPoint:
                ViewBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.CriticalPoint:
                CriticalBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.SummonPoint:
                SummonBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.AddPods:
                PodsBonus.Items += value;
                break;

            case Enums.ItemEffectEnum.ReverseDamage:
                ReverseDamagesBonus.Items = value;
                break;
            }
        }