本文整理汇总了C#中Server.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, 这里精选的类代码示例或许可以为您提供帮助。
AosSkillBonuses类属于Server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: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Quality = ClothingQuality.Regular;
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例2: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例3: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
#region ItemID_Mods
case 6:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality)reader.ReadEncodedInt();
else
m_Quality = ClothingQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = true;
break;
}
#endregion
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
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.........
示例4: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue, ClothEffect effect, int charges )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_ClothEffect = effect;
m_Charges = charges;
m_Identified = false;
m_IDList = new List<Mobile>();
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例5: 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6: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue ) : base( itemID )
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
// Genova: suporte ao UO:ML.
#region Mondain's Legacy
m_SetAttributes = new AosAttributes( this );
m_SetClothingAttributes = new AosArmorAttributes( this );
m_SetSkillBonuses = new AosSkillBonuses( this );
m_LastEquipped = false;
#endregion
}
示例7: Spellbook
public Spellbook( ulong content, int itemID ) : base( itemID )
{
m_AosAttributes = new AosAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
Weight = 3.0;
Layer = Layer.OneHanded;
LootType = LootType.Blessed;
Content = content;
}
示例8: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
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.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
if ( GetSaveFlag( flags, SaveFlag.Owner ) )
m_Owner = reader.ReadMobile();
m_Protection = new TalismanAttribute();
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
m_Protection.Deserialize( reader );
else
m_Protection = null;
m_Killer = new TalismanAttribute();
if ( GetSaveFlag( flags, SaveFlag.Killer ) )
m_Killer.Deserialize( reader );
else
m_Killer = null;
m_Summoner = new TalismanAttribute();
if ( GetSaveFlag( flags, SaveFlag.Summoner ) )
m_Summoner.Deserialize( reader );
else
m_Summoner = null;
if ( GetSaveFlag( flags, SaveFlag.Removal ) )
m_Removal = (TalismanRemoval) reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.KarmaLoss ) )
m_KarmaLoss = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Skill ) )
m_Skill = (SkillName) reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.SuccessBonus ) )
m_SuccessBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ExceptionalBonus ) )
m_ExceptionalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.MaxCharges ) )
m_MaxCharges = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Charges ) )
m_Charges = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.MaxChargeTime ) )
m_MaxChargeTime = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ChargeTime ) )
m_ChargeTime = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
m_Slayer = (TalismanSlayerName) reader.ReadEncodedInt();
m_Blessed = GetSaveFlag( flags, SaveFlag.Blessed );
break;
}
}
if ( Parent is Mobile && ChargeTime > 0 )
StartTimer();
if ( m_AosSkillBonuses == null )
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( Core.AOS && Parent is Mobile )
m_AosSkillBonuses.AddTo( (Mobile)Parent );
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = (Mobile)Parent;
string modName = Serial.ToString();
//.........这里部分代码省略.........
示例9: 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);
#region Mondain's Legacy Sets
this.m_SetAttributes = new AosAttributes(this);
this.m_SetSkillBonuses = new AosSkillBonuses(this);
#endregion
}
示例10: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch ( version )
{
case 7:
{
#region SF Imbuing
Physical_Modded = reader.ReadBool();
Fire_Modded = reader.ReadBool();
Cold_Modded = reader.ReadBool();
Poison_Modded = reader.ReadBool();
Energy_Modded = reader.ReadBool();
#endregion
goto case 6;
}
case 6:
{
this.m_TimesImbued = reader.ReadInt();
this.m_BlessedBy = reader.ReadMobile();
#region Mondain's Legacy Sets
SetFlag sflags = (SetFlag)reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.Attributes))
this.m_SetAttributes = new AosAttributes(this, reader);
else
this.m_SetAttributes = new AosAttributes(this);
if (GetSaveFlag(sflags, SetFlag.ArmorAttributes))
this.m_SetSelfRepair = (new AosArmorAttributes(this, reader)).SelfRepair;
if (GetSaveFlag(sflags, SetFlag.SkillBonuses))
this.m_SetSkillBonuses = new AosSkillBonuses(this, reader);
else
this.m_SetSkillBonuses = new AosSkillBonuses(this);
if (GetSaveFlag(sflags, SetFlag.PhysicalBonus))
this.m_SetPhysicalBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.FireBonus))
this.m_SetFireBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.ColdBonus))
this.m_SetColdBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.PoisonBonus))
this.m_SetPoisonBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.EnergyBonus))
this.m_SetEnergyBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.SetHue))
this.m_SetHue = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.LastEquipped))
this.m_LastEquipped = reader.ReadBool();
if (GetSaveFlag(sflags, SetFlag.SetEquipped))
this.m_SetEquipped = reader.ReadBool();
if (GetSaveFlag(sflags, SetFlag.SetSelfRepair))
this.m_SetSelfRepair = reader.ReadEncodedInt();
#endregion
goto case 5;
}
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if (GetSaveFlag(flags, SaveFlag.Resource))
this.m_Resource = (CraftResource)reader.ReadEncodedInt();
else
this.m_Resource = this.DefaultResource;
if (GetSaveFlag(flags, SaveFlag.Attributes))
this.m_AosAttributes = new AosAttributes(this, reader);
else
this.m_AosAttributes = new AosAttributes(this);
if (GetSaveFlag(flags, SaveFlag.ClothingAttributes))
this.m_AosClothingAttributes = new AosArmorAttributes(this, reader);
else
this.m_AosClothingAttributes = new AosArmorAttributes(this);
if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
this.m_AosSkillBonuses = new AosSkillBonuses(this, reader);
else
this.m_AosSkillBonuses = new AosSkillBonuses(this);
if (GetSaveFlag(flags, SaveFlag.Resistances))
this.m_AosResistances = new AosElementAttributes(this, reader);
else
//.........这里部分代码省略.........
示例11: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 12: m_OldCloth = reader.ReadBool(); goto case 11;
case 11: m_Disease = (Disease)reader.ReadInt(); goto case 10;
case 10: goto case 9;
case 9: goto case 8;
case 8: goto case 7;
case 7: goto case 6;
case 6:
{
m_CraftersOriginalName = reader.ReadString();
goto case 5;
}
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality)reader.ReadEncodedInt();
else
m_Quality = ClothingQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
break;
}
case 4:
{
m_Resource = (CraftResource)reader.ReadInt();
goto case 3;
}
case 3:
{
m_AosAttributes = new AosAttributes( this, reader );
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
m_AosResistances = new AosElementAttributes( this, reader );
goto case 2;
}
case 2:
{
m_PlayerConstructed = reader.ReadBool();
goto case 1;
}
case 1:
{
m_Crafter = reader.ReadMobile();
m_Quality = (ClothingQuality)reader.ReadInt();
break;
}
case 0:
{
//.........这里部分代码省略.........
示例12: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
int m_PhysicalBonus = 0;
int m_FireBonus = 0;
int m_ColdBonus = 0;
int m_PoisonBonus = 0;
int m_EnergyBonus = 0;
switch ( version )
{
case 14:
case 13:
{
m_CustomPropName = reader.ReadString();
goto case 12;
}
case 12:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality)reader.ReadEncodedInt();
else
m_Quality = ClothingQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = true;
break;
}
case 11:
{
m_Resource = (CraftResource)reader.ReadInt();
goto case 10;
}
case 10:
case 9:
m_CustomPropName = reader.ReadString();
goto case 8;
case 8: // Fixed durability
case 7:
case 6:
{
int m_ArmorBase = reader.ReadInt();
goto case 5;
}
case 5:
{
int m_OldMaxHitPoints = reader.ReadInt();
int m_OldHitPoints = reader.ReadInt();
goto case 4;
}
case 4:
//.........这里部分代码省略.........
示例13: Deserialize
//.........这里部分代码省略.........
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
m_DexBonus = reader.ReadEncodedInt();
else
m_DexBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
m_IntBonus = reader.ReadEncodedInt();
else
m_IntBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
m_DexReq = reader.ReadEncodedInt();
else
m_DexReq = -1;
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
m_IntReq = reader.ReadEncodedInt();
else
m_IntReq = -1;
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
m_Meditate = (AMA)reader.ReadEncodedInt();
else
m_Meditate = (AMA)(-1);
// obsolete AOS attributes from version 8 on
if (version < 8)
{
AosSkillBonuses dmy_AosSkillBonuses;
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
dmy_AosSkillBonuses = new AosSkillBonuses( this, reader );
}
// obsolete PlayerConstructed property from version 9 on
if (version < 9)
{
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
PlayerCrafted = true;
}
break;
}
case 4:
{
// obsolete
AosAttributes dmy_AosAttributes;
AosArmorAttributes dmy_AosArmorAttributes;
dmy_AosAttributes = new AosAttributes( this, reader );
dmy_AosArmorAttributes = new AosArmorAttributes( this, reader );
goto case 3;
}
case 3:
{
int dummy;
dummy = reader.ReadInt();
dummy = reader.ReadInt();
dummy = reader.ReadInt();
dummy = reader.ReadInt();
dummy = reader.ReadInt();
goto case 2;
}
示例14: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 3:
{
m_MaxHitPoints = reader.ReadEncodedInt();
m_HitPoints = reader.ReadEncodedInt();
goto case 2;
}
case 2:
{
m_Resource = (CraftResource)reader.ReadEncodedInt();
m_GemType = (GemType)reader.ReadEncodedInt();
goto case 1;
}
case 1:
{
m_AosAttributes = new AosAttributes(this, reader);
m_AosResistances = new AosElementAttributes(this, reader);
m_AosSkillBonuses = new AosSkillBonuses(this, reader);
if (Core.AOS && Parent is Mobile)
m_AosSkillBonuses.AddTo((Mobile)Parent);
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if (Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
{
Mobile m = (Mobile)Parent;
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));
}
if (Parent is Mobile)
((Mobile)Parent).CheckStatTimers();
break;
}
case 0:
{
m_AosAttributes = new AosAttributes(this);
m_AosResistances = new AosElementAttributes(this);
m_AosSkillBonuses = new AosSkillBonuses(this);
break;
}
}
if (version < 2)
{
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
}
}
示例15: BaseTalisman
public BaseTalisman( int itemID ) : base( itemID )
{
Layer = Layer.Talisman;
Weight = 1.0;
m_Protection = new TalismanAttribute();
m_Killer = new TalismanAttribute();
m_Summoner = new TalismanAttribute();
m_AosAttributes = new AosAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}