private static void adjustAttribute(ref MainAttribute attr,int typeIndex) { double hpPercent = 1.0 * BasicRandomTypeTable.ElementAt(typeIndex).Value[(int)ATTRIBUTEINDEX.HP] / 100.0; double atkPercent = 1.0 * BasicRandomTypeTable.ElementAt(typeIndex).Value[(int)ATTRIBUTEINDEX.ATK] / 100.0; double defPercent = 1.0 * BasicRandomTypeTable.ElementAt(typeIndex).Value[(int)ATTRIBUTEINDEX.DEF] / 100.0; attr.HP = (int)(attr.HP * hpPercent); attr.ATK = (int)(attr.ATK * atkPercent); attr.DEF = (int)(attr.DEF * defPercent); attr.HP_GROWTH = (int)(attr.HP_GROWTH * hpPercent); attr.ATK_GROWTH = (int)(attr.ATK_GROWTH * atkPercent); attr.DEF_GROWTH = (int)(attr.DEF_GROWTH * defPercent); }
public static General GenerateGeneral(int id, string name,int soldierType, MainAttribute attribute) { General config = new General(); config.ID = id; config.Name = name; config.Title = ""; config.Star = 1; config.SoldierType = soldierType; config.Nationality = 0; config.InitialLv = 1; config.IconID = "g0.png"; config.ModelPatch = ModelPatchList[soldierType]; config.AttackType = soldierType == 3 ? 8003 : 1; config.CriticalRate = 200; config.DodgeRate = 200; config.HitRate = 100; config.Souls = 0; config.RankUpLevel1Costs = "2,1003,100;"; config.RankUpLevel2Costs = "2,1003,200;"; config.RankUpLevel3Costs = "2,1003,300;"; config.RankUpLevel4Costs = "2,1003,400;"; config.RankUpLevel5Costs = "2,1003,500;"; config.Rank1LeastLevel = 10; config.Rank2LeastLevel = 20; config.Rank3LeastLevel = 30; config.Rank4LeastLevel = 40; config.Rank5LeastLevel = 50; config.HP = attribute.HP; config.AttackPower = attribute.ATK; config.DefensePower = attribute.DEF; config.HPGrowth = attribute.HP_GROWTH; config.ATKGrowth = attribute.ATK_GROWTH; config.DEFGrowth = attribute.DEF_GROWTH; config.MoveSpeed = attribute.MOVE_SPEED; config.AttackRange = attribute.ATTACK_RANGE; config.AttackSpeed = attribute.ATTACK_SPEED; return config; }