/// <summary> /// Clone-like copys all values /// </summary> /// <param name="status"></param> public void LoadFromStatus(WorldObjectStatus status, bool includeHP) { // TODO: confirm this.. i think this is the way how status_cpy() works if (includeHP == true) { HP = status.HP; SP = status.SP; } HPMax = status.HPMax; SPMax = status.SPMax; Str = status.Str; Agi = status.Agi; Vit = status.Vit; Int = status.Int; Dex = status.Dex; Luk = status.Luk; AtkBase = status.AtkBase; MagicAtkMin = status.MagicAtkMin; MagicAtkMax = status.MagicAtkMax; Speed = status.Speed; AMotion = status.AMotion; ADelay = status.ADelay; DMotion = status.DMotion; Mode = status.Mode; Hit = status.Hit; Flee = status.Flee; Flee2 = status.Flee2; Crit = status.Crit; Def2 = status.Def2; MDef2 = status.MDef2; AspdRate = status.AspdRate; DefEle = status.DefEle; EleLv = status.EleLv; Size = status.Size; Race = status.Race; Def = status.Def; MDef = status.MDef; Rhw = status.Rhw; Lhw = status.Lhw; }
public object Clone() { WorldObjectStatus status = new WorldObjectStatus(Object); status.LoadFromStatus(this); return status; }
/// <summary> /// Clone-like copys all values /// </summary> /// <param name="status"></param> public void LoadFromStatus(WorldObjectStatus status) { LoadFromStatus(status, true); }
private void CalculateRegenData(WorldObjectStatus status, WorldObjectRegenerationData data) { }
private ushort CalculateBaseAtk(WorldObjectStatus status) { return status.AtkBase; }
private ushort CalculateBaseAmotion(WorldObjectStatus status) { return 0; }
private ushort CalculateBaseMatkMax(WorldObjectStatus status) { return 0; }
private uint CalculateBasePcMaxSP(Character character, WorldObjectStatus status) { return 0; }