public Armor(string name, Rarity rarity, bool isCraftable, int maxLevel, int plusLevel, int feedCost, int craftCost, int materialCount, int craftTime, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats, Element element1) { Name = name; Rarity = rarity; IsCraftable = isCraftable; MaxLevel = maxLevel; PlusLevel = plusLevel; FeedCost = feedCost; CraftCost = craftCost; MaterialCount = materialCount; CraftTime = craftTime; IsFusionResult = isFusionResult; NormalStats = normalStats; PlusStats = plusStats; Element1 = element1; }
public Armor(string name, Rarity rarity, bool isCraftable, int maxLevel, int plusLevel, int feedCost, int craftCost, int materialCount, int craftTime, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats, Element element1, Element? element2) : this(name, rarity, isCraftable, maxLevel, plusLevel, feedCost, craftCost, materialCount, craftTime, isFusionResult, normalStats, plusStats, element1) { Element2 = element2; }
public static Armor GetSuperRareArmor(string name, Element element1, Element element2, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.SuperRare, false, 50, 15, 40, 0, 0, 0, true, normalStats, plusStats, element1, element2); }
public static Armor GetUncommonArmor(string name, Element element, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Uncommon, true, 30, 10, 8, 500, 4, 30, false, normalStats, plusStats, element); }
public static Armor GetNonCraftableLegendaryArmor(string name, Element element1, Element? element2, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Legendary, false, 70, 35, 72, 0, 0, 0, isFusionResult, normalStats, plusStats, element1, element2); }
public static Armor GetNonCraftableUltraRareArmor(string name, Element element1, Element element2, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.UltraRare, false, 70, 20, 72, 0, 0, 0, isFusionResult, normalStats, plusStats, element1, element2); }
public static Armor GetNemesisArmor(string name, Element element1, int maxLevel, int feedCost, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Nemesis, false, maxLevel, 0, feedCost, 0, 0, 0, false, normalStats, plusStats, element1); }
public static Armor GetEpicArmor(string name, Element element1, Element? element2, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Epic, false, 99, 0, 150, 0, 0, 0, isFusionResult, normalStats, plusStats, element1, element2); }
public static Armor GetCraftableUltraRareArmor(string name, Element element1, Element element2, int craftCost, int materialCount, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.UltraRare, true, 70, 20, 72, craftCost, materialCount, 1440, isFusionResult, normalStats, plusStats, element1, element2); }
public static Armor GetCraftableRareArmor(string name, Element element1, Element element2, int craftCost, int materialCount, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Rare, true, 50, 15, 20, craftCost, materialCount, 120, true, normalStats, plusStats, element1, element2); }
public static Armor GetCraftableLegendaryArmor(string name, Element element1, Element? element2, int craftCost, int materialCount, int craftTime, bool isFusionResult, ArmorStats normalStats, ArmorStats plusStats) { return new Armor(name, Rarity.Legendary, true, 70, 35, 72, craftCost, materialCount, craftTime, isFusionResult, normalStats, plusStats, element1, element2); }