示例#1
0
        private static Equipment createRing()
        {
            Equipment equipment = new Equipment();

            ///Physiscs absorption, Magic absorption
            equipment.staticIndexes.Add("name", "ring");
            equipment.setValue(Indexes.pab_na, new CoreLib.Range <float>(0.60f / 100, 0.90f / 100));
            equipment.setValue(Indexes.mab_na, new CoreLib.Range <float>(0.69f / 100, 1.04f / 100));
            return(equipment);
        }
示例#2
0
        private static Equipment createBoots()
        {
            Equipment equipment = new Equipment();

            //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            equipment.staticIndexes.Add("name", "boots");
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(2.8f, 3.4f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.20f / 100, 1.80f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.20f / 100, 1.80f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(3.7f, 5.5f));
            return(equipment);
        }
示例#3
0
        private static Equipment createBelt()
        {
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "belt");
            //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.1f, 3.7f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.32f / 100, 1.98f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.32f / 100, 1.98f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.0f, 6.1f));
            return(equipment);
        }
示例#4
0
        private static Equipment createGloves()
        {
            //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "gloves");
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(2.9f, 3.5f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.26f / 100, 1.89f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.26f / 100, 1.89f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(3.9f, 5.8f));
            return(equipment);
        }
示例#5
0
        private static Equipment createPants()// quan
        {
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "pants");
            //Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.4f, 4.0f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.44f / 100, 2.16f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.44f / 100, 2.16f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.4f, 6.6f));
            return(equipment);
        }
示例#6
0
        private static Equipment createCape()// ao
        {
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "cape");
            // Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.5f, 4.2f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.50f / 100, 2.25f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.50f / 100, 2.25f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.6f, 6.9f));
            return(equipment);
        }
示例#7
0
        private static Equipment createHelmet() // mu
        {
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "helmet");
            // Physical defense, Magical defense, Physical Reinforce, Magical Reinforce
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.2f, 3.9f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.38f / 100, 2.07f / 100));
            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.38f / 100, 2.07f / 100));
            equipment.setValue(Indexes.pryr_na, new CoreLib.Range <float>(4.2f, 6.3f));
            return(equipment);
        }
示例#8
0
        private static Equipment createShield()
        {
            Equipment equipment = new Equipment();

            equipment.staticIndexes.Add("name", "shield");
            //Physical defense, Magical defense, Block chance, Physical Reinforce, Magical Reinforce
            //13.7    14.9    35.4    38.5    19.2 % 25.8 % 22.5 % 19.2 % 25.8 % 22.5 % 25.0    28.0
            equipment.setValue(Indexes.pde_na, new CoreLib.Range <float>(3.7f, 4.4f));
            equipment.setValue(Indexes.mde_na, new CoreLib.Range <float>(0, 0));
            equipment.setValue(Indexes.block_cha_na, new CoreLib.Range <float>(0.01f, 0.02f));

            equipment.setValue(Indexes.prd_na, new CoreLib.Range <float>(1.58f / 100, 2.36f / 100));

            equipment.setValue(Indexes.mrd_na, new CoreLib.Range <float>(1.58f / 100, 2.36f / 100));
            return(equipment);
        }
示例#9
0
        private static Equipment createWeapon()
        {
            Equipment equipment = new Equipment();

            // kiem dai
            //Physical damage, Magical damage, Critical chance, Attack rate, Physical Reinforce, Magical Reinforce

            //13.7    14.9    35.4    38.5    19.2 % 25.8 % 22.5 % 19.2 % 25.8 % 22.5 % 25.0    28.0
            equipment.staticIndexes.Add("name", "weapon");
            equipment.setValue(Indexes.pda_na, new CoreLib.Range <float>(70.8f, 85.9f));
            equipment.setValue(Indexes.mda_na, new CoreLib.Range <float>(70.8f, 85.9f));
            equipment.staticIndexes.Add(Indexes.cri_cha_na, 0.02f);

            equipment.setValue(Indexes.atr_na, new CoreLib.Range <float>(19.3f, 28.9f));

            equipment.setValue(Indexes.pre_na, new CoreLib.Range <float>(10.00f / 100, 15.00f / 100));
            equipment.setValue(Indexes.mre_na, new CoreLib.Range <float>(0, 0));
            return(equipment);
        }