本文整理汇总了C#中DefaultSkillMod类的典型用法代码示例。如果您正苦于以下问题:C# DefaultSkillMod类的具体用法?C# DefaultSkillMod怎么用?C# DefaultSkillMod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。
DefaultSkillMod类属于命名空间,在下文中一共展示了DefaultSkillMod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: ApplyBonus
public static void ApplyBonus( Mobile m )
{
ApplyBonus( m.FindItemOnLayer( Layer.Neck ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Helm ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Pants ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Arms ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Gloves ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.InnerTorso ) as BaseArmor );
List<AttributeMod> mods = new List<AttributeMod>();
mods.Add( new AttributeMod( MagicalAttribute.ReflectPhysical, 25 ) );
ApplyMods( m, mods );
m_Bonus[m] = mods;
// +10 chivalry (total)
SkillMod skillmod = new DefaultSkillMod( SkillName.Chivalry, true, 10.0 );
skillmod.ObeyCap = true;
m_Table.Add( m, skillmod );
m.AddSkillMod( skillmod );
m.SendLocalizedMessage( 1072391 ); // The magic of your armor combines to assist you!
Effects.PlaySound( m.Location, m.Map, 503 );
m.FixedParticles( 0x376A, 9, 32, 5030, EffectLayer.Waist );
}
示例2: Target
public void Target( Mobile m )
{
if ( !(m is BaseCreature || m is PlayerMobile) )
{
Caster.SendLocalizedMessage( 1060508 ); // You can't curse that.
}
else if ( CheckHSequence( m ) )
{
SpellHelper.Turn( Caster, m );
/* Curses the target so that the next harmful event that affects them is magnified.
* Damage to the target's hit points is increased 25%,
* the poison level of the attack will be 1 higher
* and the Resist Magic skill of the target will be fixed on 50.
*
* The effect lasts for one harmful event only.
*/
if ( m.Spell != null )
m.Spell.OnCasterHurt();
m.PlaySound( 0xFC );
m.FixedParticles( 0x3728, 1, 13, 9912, 1150, 7, EffectLayer.Head );
m.FixedParticles( 0x3779, 1, 15, 9502, 67, 7, EffectLayer.Head );
if ( !m_Table.Contains( m ) )
{
SkillMod mod = new DefaultSkillMod( SkillName.MagicResist, false, 50.0 );
if ( m.Skills[SkillName.MagicResist].Base > 50.0 )
m.AddSkillMod( mod );
m_Table[m] = mod;
}
TimeSpan duration = TimeSpan.FromSeconds( (Caster.Skills[SkillName.SpiritSpeak].Value / 12) + 1.0 );
Timer.DelayCall( duration, new TimerStateCallback( EffectExpire_Callback ), m );
HarmfulSpell( m );
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.EvilOmen, 1075647, 1075648, duration, m));
}
FinishSequence();
}
示例3: ApplyBonus
public static void ApplyBonus( Mobile m )
{
ApplyBonus( m.FindItemOnLayer( Layer.Gloves ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Pants ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.Arms ) as BaseArmor );
ApplyBonus( m.FindItemOnLayer( Layer.InnerTorso ) as BaseArmor );
// +10 dex (total)
m.AddStatMod( new StatMod( StatType.Dex, "AssassinSetDex", 12, TimeSpan.Zero ) );
// +30 stealth (total)
SkillMod skillmod = new DefaultSkillMod( SkillName.Stealth, true, 30.0 );
skillmod.ObeyCap = true;
m_Table.Add( m, skillmod );
m.AddSkillMod( skillmod );
m.SendLocalizedMessage( 1072391 ); // The magic of your armor combines to assist you!
Effects.PlaySound( m.Location, m.Map, 503 );
m.FixedParticles( 0x376A, 9, 32, 5030, EffectLayer.Waist );
}
示例4: OnEquip
public override bool OnEquip(Mobile from)
{
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if ((strBonus != 0 || dexBonus != 0 || intBonus != 0))
{
Mobile m = from;
string modName = 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));
}
}
from.NextCombatTime = Core.TickCount + (int)GetDelay(from).TotalMilliseconds;
if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular)
{
if (m_SkillMod != null)
{
m_SkillMod.Remove();
}
m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
from.AddSkillMod(m_SkillMod);
}
if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30)
{
if (m_MageMod != null)
{
m_MageMod.Remove();
}
m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
from.AddSkillMod(m_MageMod);
}
XmlAttach.CheckOnEquip(this, from);
return true;
}
示例5: Deserialize
//.........这里部分代码省略.........
{
m_Animation = (WeaponAnimation)(-1);
}
if (GetSaveFlag(flags, SaveFlag.Resource))
{
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.AOS && 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();
示例6: Deserialize
//.........这里部分代码省略.........
if( GetSaveFlag(flags, SaveFlag.Skill) )
m_Skill = (SkillName)reader.ReadInt();
else
m_Skill = (SkillName)(-1);
if( GetSaveFlag(flags, SaveFlag.Type) )
m_Type = (WeaponType)reader.ReadInt();
else
m_Type = (WeaponType)(-1);
if( GetSaveFlag(flags, SaveFlag.Animation) )
m_Animation = (WeaponAnimation)reader.ReadInt();
else
m_Animation = (WeaponAnimation)(-1);
if( GetSaveFlag(flags, SaveFlag.Resource) )
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:
示例7: ApplySkillLoss
public static void ApplySkillLoss(Mobile mob)
{
if (InSkillLoss(mob))
return;
SkillLossContext context = new SkillLossContext();
m_SkillLoss[mob] = context;
List<SkillMod> mods = context.m_Mods = new List<SkillMod>();
for (int i = 0; i < mob.Skills.Length; ++i)
{
Skill sk = mob.Skills[i];
double baseValue = sk.Base;
if (baseValue > 0)
{
SkillMod mod = new DefaultSkillMod(sk.SkillName, true, -(baseValue * SkillLossFactor));
mods.Add(mod);
mob.AddSkillMod(mod);
}
}
context.m_Timer = Timer.DelayCall(SkillLossPeriod, new TimerStateCallback(ClearSkillLoss_Callback), mob);
}
示例8: OnEquip
public override bool OnEquip( Mobile from )
{
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if ( (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = from;
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 ) );
}
from.NextCombatTime = DateTime.Now + GetDelay( from );
if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular )
{
if ( m_SkillMod != null )
m_SkillMod.Remove();
m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
from.AddSkillMod( m_SkillMod );
}
if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 )
{
if ( m_MageMod != null )
m_MageMod.Remove();
m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
from.AddSkillMod( m_MageMod );
}
// XmlAttachment check for OnEquip
Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);
return true;
}
示例9: Deserialize
//.........这里部分代码省略.........
if ( GetSaveFlag( flags, SaveFlag.Skill ) )
m_Skill = (SkillName)reader.ReadInt();
else
m_Skill = (SkillName)(-1);
if ( GetSaveFlag( flags, SaveFlag.Type ) )
m_Type = (WeaponType)reader.ReadInt();
else
m_Type = (WeaponType)(-1);
if ( GetSaveFlag( flags, SaveFlag.Animation ) )
m_Animation = (WeaponAnimation)reader.ReadInt();
else
m_Animation = (WeaponAnimation)(-1);
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
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.AOS && 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);
// mod to randomly add sockets and socketability features to weapons. 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: ApplySkillLoss
public static void ApplySkillLoss(Mobile mob)
{
SkillLossContext context;
if (!m_SkillLoss.TryGetValue(mob, out context))
{
m_SkillLoss.Add(mob, context = new SkillLossContext());
}
else if (context == null)
{
m_SkillLoss[mob] = context = new SkillLossContext();
}
else
{
return;
}
List<SkillMod> mods = context.m_Mods = new List<SkillMod>();
foreach (Skill sk in mob.Skills)
{
double baseValue = sk.Base;
if (baseValue <= 0)
{
continue;
}
SkillMod mod = new DefaultSkillMod(sk.SkillName, true, -(baseValue * SkillLossFactor));
mods.Add(mod);
mob.AddSkillMod(mod);
}
//PlayerState ps = PlayerState.Find( mob );
context.m_Timer = Timer.DelayCall(SkillLossPeriod, ClearSkillLoss_Callback, mob);
}
示例11: OnEquip
public override bool OnEquip( Mobile from )
{
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if ( (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = from;
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 ) );
}
from.NextCombatTime = DateTime.Now + GetDelay( from );
if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular )
{
if ( m_SkillMod != null )
m_SkillMod.Remove();
m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
from.AddSkillMod( m_SkillMod );
}
if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 )
{
if ( m_MageMod != null )
m_MageMod.Remove();
m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
from.AddSkillMod( m_MageMod );
}
if( from is PlayerMobile )
{
PlayerMobile attacker = from as PlayerMobile;
if( attacker.HealingTimer != null )
{
attacker.SendMessage( "You have stopped your attempt to heal someone." );
attacker.HealingTimer.Stop();
attacker.HealingTimer = null;
}
}
return true;
}
示例12: Deserialize
//.........这里部分代码省略.........
if ( GetSaveFlag( flags, SaveFlag.Skill ) )
m_Skill = (SkillName)reader.ReadInt();
else
m_Skill = (SkillName)(-1);
if ( GetSaveFlag( flags, SaveFlag.Type ) )
m_Type = (WeaponType)reader.ReadInt();
else
m_Type = (WeaponType)(-1);
if ( GetSaveFlag( flags, SaveFlag.Animation ) )
m_Animation = (WeaponAnimation)reader.ReadInt();
else
m_Animation = (WeaponAnimation)(-1);
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
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.AOS && 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();
if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
m_AosElementDamages = new AosElementAttributes( this, reader );
else
m_AosElementDamages = new AosElementAttributes( this );
break;
}
case 4:
{
示例13: OnEquip
public override bool OnEquip( Mobile from )
{
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
BaseWeapon oldWeapon = from.Weapon as BaseWeapon;
if ( (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = from;
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 ) );
}
TimeSpan oldDelay = oldWeapon.GetDelay(from);
if ( from.NextCombatTime >= (DateTime.MinValue+oldDelay) && oldWeapon != null )
from.NextCombatTime -= oldDelay; // forget the delay for their old weapon
from.NextCombatTime += GetDelay( from ); // use the delay for their new weapon (this weapon)
if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular )
{
if ( m_SkillMod != null )
m_SkillMod.Remove();
m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
from.AddSkillMod( m_SkillMod );
}
if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 )
{
if ( m_MageMod != null )
m_MageMod.Remove();
m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
from.AddSkillMod( m_MageMod );
}
return true;
}
示例14: OnEquip
public override bool OnEquip( Mobile from )
{
if (Amount > 1)
{
from.SendAsciiMessage("You can only equip one weapon at a time");
return false;
}
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if ( (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = from;
string modName = 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 ) );
}
//Maka
if (from is PlayerMobile)
(from as PlayerMobile).WeaponTimerCheck();
if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular )
{
if ( m_SkillMod != null )
m_SkillMod.Remove();
m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 3 );
from.AddSkillMod( m_SkillMod );
}
if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 )
{
if ( m_MageMod != null )
m_MageMod.Remove();
m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
from.AddSkillMod( m_MageMod );
}
return true;
}
示例15: AddMods
public bool AddMods()
{
if ( Owner == null )
return false;
BonusNumber++;
if ( BonusNumber > 5 )
return false;
// @100.0 Forensics bonus's value is 10.
double bonus = (BlueSpell.ScaleBySkill( Owner, SkillName.Forensics ) / 2.0);
StatMod stat = null;
DefaultSkillMod skill = null;
ResistanceMod resist = null;
int intdiff = 0;
double doublediff = 0.0;
// Str (+10 @ GM)
intdiff = (int)( m_StrCap - (Owner.RawStr + bonus) );
if ( intdiff > 0 )
{
stat = new StatMod( StatType.Str, ("DragonForceStr" + BonusNumber.ToString()), intdiff, TimeSpan.FromHours( 24 ) );
Owner.AddStatMod( stat );
StatMods.Add( stat );
}
// Dex (+10 @ GM)
intdiff = (int)( m_DexCap - (Owner.RawDex + bonus) );
if ( intdiff > 0 )
{
stat = new StatMod( StatType.Dex, ("DragonForceDex" + BonusNumber.ToString()), intdiff, TimeSpan.FromHours( 24 ) );
Owner.AddStatMod( stat );
StatMods.Add( stat );
}
// Tactics (+5.0 @ GM)
doublediff = m_TacticsCap - (Owner.Skills[SkillName.Tactics].Value + bonus);
if ( doublediff > 0.0 )
{
skill = new DefaultSkillMod( SkillName.Tactics, true, (bonus / 2) );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
// Wrestling (+5.0 @ GM)
doublediff = m_WrestlingCap - (Owner.Skills[SkillName.Tactics].Value + bonus);
if ( doublediff > 0.0 )
{
skill = new DefaultSkillMod( SkillName.Wrestling, true, bonus );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
// Lose all Magic Resist in preparation of negative resistances.
if ( Owner.Skills[SkillName.MagicResist].Value > 0 )
{
skill = new DefaultSkillMod( SkillName.MagicResist, true, -Owner.Skills[SkillName.MagicResist].Value );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
if ( !Status.Enabled )
{
// Lower Magery (-30 @ GM)
if ( Owner.Skills[SkillName.Magery].Value > 0 )
{
skill = new DefaultSkillMod( SkillName.Magery, true, -(bonus * 3) );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
// Lower Necromancy (-30 @ GM)
if ( Owner.Skills[SkillName.Necromancy].Value > 0 )
{
skill = new DefaultSkillMod( SkillName.Necromancy, true, -(bonus * 3) );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
// Lower Chivalry (-30 @ GM)
if ( Owner.Skills[SkillName.Chivalry].Value > 0 )
{
skill = new DefaultSkillMod( SkillName.Chivalry, true, -(bonus * 3) );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
// Lower Bushido (-30 @ GM)
if ( Owner.Skills[SkillName.Bushido].Value > 0 )
{
skill = new DefaultSkillMod( SkillName.Bushido, true, -(bonus * 3) );
Owner.AddSkillMod( skill );
SkillMods.Add( skill );
}
//.........这里部分代码省略.........