C# 클래스 Aura.Channel.Skills.Base.CreationSkill

Base class for Tailoring and Blacksmithing.
파일 보기 프로젝트 열기: aura-project/aura

보호된 프로퍼티들

프로퍼티 타입 설명
SuccessTable int[]

보호된 메소드들

메소드 설명
DecrementMaterialItems ( Creature creature, List toDecrement, Random rnd ) : void

Decrements the given materials.

FinishItem ( Creature creature, Skill skill, ManualData manualData, int finishId, Item item, int quality ) : void

Sets appropriete flags, bonuses, and signatures, and sends notices about quality and bonuses.

GetItemsToDecrement ( Creature creature, Stage stage, ManualData manualData, List requiredMaterials, List materials, List &toDecrement ) : bool

Returns list of items that have to be decremented to satisfy the manual's required materials. Actual return value is whether this process was successful, or if materials are missing. Handles necessary messages and logs.

GetSuccessChance ( Creature creature, Skill skill, SkillRank manualRank ) : int

Returns success chance between 0 and 100.

Unofficial. It's unlikely that officials use a table, instead of a formula, but for a lack of formula, we're forced to go with this. The success rates actually seem to be rather static, so it should work fine. We have all possible combinations, and with this function we do get the correct base chance.

ReadMaterials ( Creature creature, Packet packet, List &materials ) : bool

Reads materuals from packet, starting with the count. Returns false if a material item wasn't found, after logging it.

비공개 메소드들

메소드 설명
GetBonusesFor ( Item item, int quality ) : int>.Dictionary

Returns a list of bonuses that the given item would get with the given quality.

Reference: http://mabination.com/threads/85245-Player-made-Item-Quality

메소드 상세

DecrementMaterialItems() 보호된 메소드

Decrements the given materials.
protected DecrementMaterialItems ( Creature creature, List toDecrement, Random rnd ) : void
creature Aura.Channel.World.Entities.Creature
toDecrement List
rnd System.Random
리턴 void

FinishItem() 보호된 메소드

Sets appropriete flags, bonuses, and signatures, and sends notices about quality and bonuses.
protected FinishItem ( Creature creature, Skill skill, ManualData manualData, int finishId, Item item, int quality ) : void
creature Aura.Channel.World.Entities.Creature
skill Skill
manualData ManualData
finishId int /// The id of the finish to use, make sure to get the actual /// finish id, which in Blacksmithing comes from the Prepare /// that switches to the mini-game. ///
item Item
quality int
리턴 void

GetItemsToDecrement() 보호된 메소드

Returns list of items that have to be decremented to satisfy the manual's required materials. Actual return value is whether this process was successful, or if materials are missing. Handles necessary messages and logs.
protected GetItemsToDecrement ( Creature creature, Stage stage, ManualData manualData, List requiredMaterials, List materials, List &toDecrement ) : bool
creature Aura.Channel.World.Entities.Creature
stage Stage
manualData ManualData
requiredMaterials List
materials List List of materials the client supplies.
toDecrement List
리턴 bool

GetSuccessChance() 보호된 메소드

Returns success chance between 0 and 100.
Unofficial. It's unlikely that officials use a table, instead of a formula, but for a lack of formula, we're forced to go with this. The success rates actually seem to be rather static, so it should work fine. We have all possible combinations, and with this function we do get the correct base chance.
protected GetSuccessChance ( Creature creature, Skill skill, SkillRank manualRank ) : int
creature Aura.Channel.World.Entities.Creature
skill Skill
manualRank SkillRank
리턴 int

ReadMaterials() 보호된 메소드

Reads materuals from packet, starting with the count. Returns false if a material item wasn't found, after logging it.
protected ReadMaterials ( Creature creature, Packet packet, List &materials ) : bool
creature Aura.Channel.World.Entities.Creature
packet Packet
materials List
리턴 bool

프로퍼티 상세

SuccessTable 보호되어 있는 정적으로 프로퍼티

Base success chance used in success formula.
protected static int[] SuccessTable
리턴 int[]