本文整理汇总了C#中AosSkillBonuses类的典型用法代码示例。如果您正苦于以下问题:C# AosSkillBonuses类的具体用法?C# AosSkillBonuses怎么用?C# AosSkillBonuses使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
AosSkillBonuses类属于命名空间,在下文中一共展示了AosSkillBonuses类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ArmourBackpack
public ArmourBackpack()
: base(0xE75)
{
Layer = Layer.Backpack;
Weight = 3.0;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}
示例2: BaseJewel
public BaseJewel( int itemID, Layer layer )
: base(itemID)
{
m_AosAttributes = new AosAttributes( this );
m_AosResistances = new AosElementAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
Layer = layer;
}
示例3: BaseOtherEquipable
public BaseOtherEquipable( int itemID )
: base(itemID)
{
m_Quality = CraftQuality.Regular;
Resource = DefaultResource;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_OriginalWeight = Weight;
}
示例4: BaseJewel
public BaseJewel( int itemID, Layer layer )
: base(itemID)
{
m_AosAttributes = new AosAttributes( this );
m_AosResistances = new AosElementAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
Layer = layer;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
}
示例5: BaseArmor
public BaseArmor( int itemID )
: base(itemID)
{
m_Quality = CraftQuality.Regular;
m_Durability = DurabilityLevel.Regular;
m_Crafter = null;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
this.Layer = (Layer)ItemData.Quality;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}
示例6: BaseJewel
public BaseJewel(int itemID, Layer layer, JewelEffect effect, int minCharges, int maxCharges)
: base(itemID)
{
m_AosAttributes = new AosAttributes( this );
m_AosResistances = new AosElementAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
m_IDList = new List<Mobile>();
Layer = layer;
Weight = 1.0;
Effect = effect;
Charges = Utility.RandomMinMax( minCharges, maxCharges );
m_Identified = false;
}
示例7: BaseClothing
public BaseClothing(int itemID, Layer layer, int hue)
: base(itemID)
{
this.Layer = layer;
this.Hue = hue;
this.m_Resource = this.DefaultResource;
this.m_Quality = ClothingQuality.Regular;
this.m_HitPoints = this.m_MaxHitPoints = Utility.RandomMinMax(this.InitMinHits, this.InitMaxHits);
this.m_AosAttributes = new AosAttributes(this);
this.m_AosClothingAttributes = new AosArmorAttributes(this);
this.m_AosSkillBonuses = new AosSkillBonuses(this);
this.m_AosResistances = new AosElementAttributes(this);
}
示例8: BaseArmor
public BaseArmor(int itemID)
: base(itemID)
{
this.m_Quality = ArmorQuality.Regular;
this.m_Durability = ArmorDurabilityLevel.Regular;
this.m_Crafter = null;
this.m_Resource = this.DefaultResource;
this.Hue = CraftResources.GetHue(this.m_Resource);
this.m_HitPoints = this.m_MaxHitPoints = Utility.RandomMinMax(this.InitMinHits, this.InitMaxHits);
this.Layer = (Layer)this.ItemData.Quality;
this.m_AosAttributes = new AosAttributes(this);
this.m_AosArmorAttributes = new AosArmorAttributes(this);
this.m_AosSkillBonuses = new AosSkillBonuses(this);
}
示例9: BaseArmor
public BaseArmor(int itemID)
: base(itemID)
{
this.m_Quality = ArmorQuality.Regular;
this.m_Durability = ArmorDurabilityLevel.Regular;
this.m_Crafter = null;
this.m_Resource = this.DefaultResource;
this.Hue = CraftResources.GetHue(this.m_Resource);
this.m_HitPoints = this.m_MaxHitPoints = Utility.RandomMinMax(this.InitMinHits, this.InitMaxHits);
this.Layer = (Layer)this.ItemData.Quality;
this.m_AosAttributes = new AosAttributes(this);
this.m_AosArmorAttributes = new AosArmorAttributes(this);
this.m_AosSkillBonuses = new AosSkillBonuses(this);
this.m_SAAbsorptionAttributes = new SAAbsorptionAttributes(this);
#region Mondain's Legacy Sets
this.m_SetAttributes = new AosAttributes(this);
this.m_SetSkillBonuses = new AosSkillBonuses(this);
#endregion
this.m_AosSkillBonuses = new AosSkillBonuses(this);
// Mod to randomly add sockets and socketability features to armor. These settings will yield
// 2% drop rate of socketed/socketable items
// 0.1% chance of 5 sockets
// 0.5% of 4 sockets
// 3% chance of 3 sockets
// 15% chance of 2 sockets
// 50% chance of 1 socket
// the remainder will be 0 socket (31.4% in this case)
// uncomment the next line to prevent artifacts from being socketed
// if(ArtifactRarity == 0)
XmlSockets.ConfigureRandom(this, 2.0, 0.1, 0.5, 3.0, 15.0, 50.0);
}
示例10: Deserialize
//.........这里部分代码省略.........
m_Resource = (CraftResource)reader.ReadInt();
else
m_Resource = CraftResource.Iron;
if( GetSaveFlag(flags, SaveFlag.xAttributes) )
m_AosAttributes = new AosAttributes(this, reader);
else
m_AosAttributes = new AosAttributes(this);
if( GetSaveFlag(flags, SaveFlag.xWeaponAttributes) )
m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
else
m_AosWeaponAttributes = new AosWeaponAttributes(this);
if( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
{
m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
((Mobile)Parent).AddSkillMod(m_SkillMod);
}
if( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;
if( Core.SE && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
{
m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
((Mobile)Parent).AddSkillMod(m_MageMod);
}
if( GetSaveFlag(flags, SaveFlag.PlayerConstructed) )
m_PlayerConstructed = true;
if( GetSaveFlag(flags, SaveFlag.SkillBonuses) )
m_AosSkillBonuses = new AosSkillBonuses(this, reader);
else
m_AosSkillBonuses = new AosSkillBonuses(this);
if( GetSaveFlag(flags, SaveFlag.Slayer2) )
m_Slayer2 = (SlayerName)reader.ReadInt();
break;
}
case 4:
{
m_Slayer = (SlayerName)reader.ReadInt();
goto case 3;
}
case 3:
{
m_StrReq = reader.ReadInt();
m_DexReq = reader.ReadInt();
m_IntReq = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Identified = reader.ReadBool();
goto case 1;
}
case 1:
{
m_MaxRange = reader.ReadInt();
示例11: BaseWeapon
public BaseWeapon( int itemID )
: base(itemID)
{
Layer = (Layer)ItemData.Quality;
m_Quality = WeaponQuality.Regular;
m_StrReq = -1;
m_DexReq = -1;
m_IntReq = -1;
m_MinDamage = -1;
m_MaxDamage = -1;
m_HitSound = -1;
m_MissSound = -1;
m_Speed = -1;
m_MaxRange = -1;
m_Skill = (SkillName)(-1);
m_Type = (WeaponType)(-1);
m_Animation = (WeaponAnimation)(-1);
m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);
m_Resource = CraftResource.Iron;
m_AosAttributes = new AosAttributes(this);
m_AosWeaponAttributes = new AosWeaponAttributes(this);
m_AosSkillBonuses = new AosSkillBonuses(this);
}
示例12: BaseJewel
public BaseJewel( int itemID, Layer layer ) : base( itemID )
{
m_AosAttributes = new AosAttributes( this );
m_AosResistances = new AosElementAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
Layer = layer;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
#region Mondain's Legacy Sets
m_SetAttributes = new AosAttributes( this );
m_SetSkillBonuses = new AosSkillBonuses( this );
#endregion
#region SA
m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
#endregion
ItemValue = GearScore.GetItemValue( this );
}
示例13: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 7:
{
this.m_IsImbued = reader.ReadBool();
goto case 6;
}
case 6:
{
m_NegativeAttributes = new NegativeAttributes(this, reader);
goto case 5;
}
case 5:
{
#region Runic Reforging
m_ReforgedPrefix = (ReforgedPrefix)reader.ReadInt();
m_ReforgedSuffix = (ReforgedSuffix)reader.ReadInt();
m_ItemPower = (ItemPower)reader.ReadInt();
m_BlockRepair = reader.ReadBool();
#endregion
#region Stygian Abyss
m_GorgonLenseCharges = reader.ReadInt();
m_GorgonLenseType = (LenseType)reader.ReadInt();
goto case 4;
}
case 4:
{
this.m_TimesImbued = reader.ReadEncodedInt();
this.m_SAAbsorptionAttributes = new SAAbsorptionAttributes(this, reader);
#endregion
this.m_BlessedBy = reader.ReadMobile();
this.m_LastEquipped = reader.ReadBool();
this.m_SetEquipped = reader.ReadBool();
this.m_SetHue = reader.ReadEncodedInt();
this.m_SetAttributes = new AosAttributes(this, reader);
this.m_SetSkillBonuses = new AosSkillBonuses(this, reader);
this.m_Crafter = reader.ReadMobile();
this.m_Quality = (ArmorQuality)reader.ReadInt();
goto case 3;
}
case 3:
{
this.m_MaxHitPoints = reader.ReadEncodedInt();
this.m_HitPoints = reader.ReadEncodedInt();
goto case 2;
}
case 2:
{
this.m_Resource = (CraftResource)reader.ReadEncodedInt();
this.m_GemType = (GemType)reader.ReadEncodedInt();
goto case 1;
}
case 1:
{
this.m_AosAttributes = new AosAttributes(this, reader);
this.m_AosResistances = new AosElementAttributes(this, reader);
this.m_AosSkillBonuses = new AosSkillBonuses(this, reader);
if (Core.AOS && this.Parent is Mobile)
this.m_AosSkillBonuses.AddTo((Mobile)this.Parent);
int strBonus = this.m_AosAttributes.BonusStr;
int dexBonus = this.m_AosAttributes.BonusDex;
int intBonus = this.m_AosAttributes.BonusInt;
if (this.Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
{
Mobile m = (Mobile)this.Parent;
string modName = this.Serial.ToString();
if (strBonus != 0)
m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));
if (dexBonus != 0)
m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));
if (intBonus != 0)
m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
}
if (this.Parent is Mobile)
((Mobile)this.Parent).CheckStatTimers();
break;
}
case 0:
//.........这里部分代码省略.........
示例14: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 12:
{
#region Runic Reforging
m_ReforgedPrefix = (ReforgedPrefix)reader.ReadInt();
m_ReforgedSuffix = (ReforgedSuffix)reader.ReadInt();
m_ItemPower = (ItemPower)reader.ReadInt();
m_BlockRepair = reader.ReadBool();
#endregion
#region Stygian Abyss
m_DImodded = reader.ReadBool();
m_SearingWeapon = reader.ReadBool();
goto case 11;
}
case 11:
{
m_TimesImbued = reader.ReadInt();
#endregion
goto case 10;
}
case 10:
{
m_BlessedBy = reader.ReadMobile();
m_EngravedText = reader.ReadString();
m_Slayer3 = (TalismanSlayerName)reader.ReadInt();
SetFlag flags = (SetFlag)reader.ReadEncodedInt();
if (GetSaveFlag(flags, SetFlag.Attributes))
{
m_SetAttributes = new AosAttributes(this, reader);
}
else
{
m_SetAttributes = new AosAttributes(this);
}
if (GetSaveFlag(flags, SetFlag.WeaponAttributes))
{
m_SetSelfRepair = (new AosWeaponAttributes(this, reader)).SelfRepair;
}
if (GetSaveFlag(flags, SetFlag.SkillBonuses))
{
m_SetSkillBonuses = new AosSkillBonuses(this, reader);
}
else
{
m_SetSkillBonuses = new AosSkillBonuses(this);
}
if (GetSaveFlag(flags, SetFlag.Hue))
{
m_SetHue = reader.ReadInt();
}
if (GetSaveFlag(flags, SetFlag.LastEquipped))
{
m_LastEquipped = reader.ReadBool();
}
if (GetSaveFlag(flags, SetFlag.SetEquipped))
{
m_SetEquipped = reader.ReadBool();
}
if (GetSaveFlag(flags, SetFlag.SetSelfRepair))
{
m_SetSelfRepair = reader.ReadEncodedInt();
}
goto case 5;
}
case 9:
case 8:
case 7:
case 6:
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadInt();
if (GetSaveFlag(flags, SaveFlag.DamageLevel))
{
m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
if (m_DamageLevel > WeaponDamageLevel.Vanq)
{
m_DamageLevel = WeaponDamageLevel.Ruin;
}
}
//.........这里部分代码省略.........
示例15: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
#region Personal Bless Deed
case 9:
{
m_BlessedBy = reader.ReadMobile();
goto case 8;
}
#endregion
#region Mondain's Legacy Sets
case 8:
SetFlag sflags = (SetFlag) reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.Attributes ) )
m_SetAttributes = new AosAttributes( this, reader );
else
m_SetAttributes = new AosAttributes( this );
if ( GetSaveFlag( sflags, SetFlag.ArmorAttributes ) )
m_SetSelfRepair = (new AosArmorAttributes( this, reader )).SelfRepair;
if ( GetSaveFlag( sflags, SetFlag.SkillBonuses ) )
m_SetSkillBonuses = new AosSkillBonuses( this, reader );
else
m_SetSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( sflags, SetFlag.PhysicalBonus ) )
m_SetPhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.FireBonus ) )
m_SetFireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.ColdBonus ) )
m_SetColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.PoisonBonus ) )
m_SetPoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.EnergyBonus ) )
m_SetEnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.Hue ) )
m_SetHue = reader.ReadEncodedInt();
if ( GetSaveFlag( sflags, SetFlag.LastEquipped ) )
m_LastEquipped = reader.ReadBool();
if ( GetSaveFlag( sflags, SetFlag.SetEquipped ) )
m_SetEquipped = reader.ReadBool();
if ( GetSaveFlag( sflags, SetFlag.SetSelfRepair ) )
m_SetSelfRepair = reader.ReadEncodedInt();
goto case 7;
#endregion
case 7:
case 6:
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
else
m_AosArmorAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
m_PhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
m_FireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
m_ColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
m_PoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
m_EnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = ( version >= 7 || reader.ReadBool() );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
//.........这里部分代码省略.........