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Skill.cs
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Skill.cs
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/*
* This file is part of Project Hybrasyl.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the Affero General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful, but
* without ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the Affero General Public License
* for more details.
*
* You should have received a copy of the Affero General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*
* (C) 2015 Kyle Speck ([email protected])
*
* Authors: Kyle Speck <[email protected]>
*
*/
using System.Collections.Generic;
namespace HybrasylEditor
{
public class Skill
{
public string Name { get; set; }
public string Type { get; set; }
public int Icon { get; set; }
public string BookType { get; set; }
public SkillAnimation Animation { get; set; }
public int Sound { get; set; }
public int Cooldown { get; set; }
public SkillStatus Status { get; set; }
public SkillCastCost CastCost { get; set; }
public string Element { get; set; }
public SkillIntent Intent { get; set; }
public string WeaponType { get; set; }
public List<string> PrimaryClasses { get; set; }
public SkillMaxSkillLevel MaxSkillLevel { get; set; }
public int Lines { get; set; }
public SkillRequirements Requirements { get; set; }
public Skill()
{
Name = string.Empty;
Type = "skill";
Icon = 0;
BookType = "primary_skills";
Animation = new SkillAnimation();
Status = new SkillStatus();
CastCost = new SkillCastCost();
Element = "none";
Intent = new SkillIntent();
WeaponType = "none";
PrimaryClasses = new List<string>();
MaxSkillLevel = new SkillMaxSkillLevel();
Requirements = new SkillRequirements();
}
}
public class SkillAnimation
{
public SkillAnimationEffect Effect { get; set; }
public List<SkillAnimationMotion> Motions { get; set; }
public SkillAnimation()
{
Effect = new SkillAnimationEffect();
Motions = new List<SkillAnimationMotion>();
}
}
public class SkillAnimationEffect
{
public int SourceEffect { get; set; }
public int SourceSpeed { get; set; }
public int Speed { get; set; }
}
public class SkillAnimationMotion
{
public string Class { get; set; }
public int Motion { get; set; }
public int Speed { get; set; }
}
public class SkillStatus
{
public string Add { get; set; }
public string Remove { get; set; }
public SkillStatus()
{
Add = string.Empty;
Remove = string.Empty;
}
}
public class SkillCastCost
{
public int Hp { get; set; }
public int HpPercentage { get; set; }
public int Mp { get; set; }
public int MpPercentage { get; set; }
public int Gold { get; set; }
public List<SkillCastCostItem> Items { get; set; }
public SkillCastCost()
{
Items = new List<SkillCastCostItem>();
}
}
public class SkillCastCostItem
{
public string Name { get; set; }
public int Quantity { get; set; }
}
public class SkillIntent
{
public string Target { get; set; }
public string Type { get; set; }
}
public class SkillMaxSkillLevel
{
public int Primary { get; set; }
public int Secondary { get; set; }
public int Warrior { get; set; }
public int Rogue { get; set; }
public int Wizard { get; set; }
public int Priest { get; set; }
public int Monk { get; set; }
}
public class SkillRequirements
{
public int MinLevel { get; set; }
public int MinAbility { get; set; }
public int MinLevelDisplay { get; set; }
public int Gold { get; set; }
public List<SkillRequirementsItem> Items { get; set; }
public SkillRequirementsStats Stats { get; set; }
public SkillRequirements()
{
Items = new List<SkillRequirementsItem>();
Stats = new SkillRequirementsStats();
}
}
public class SkillRequirementsItem
{
public string Name { get; set; }
public int Quantity { get; set; }
}
public class SkillRequirementsStats
{
public int Str { get; set; }
public int Int { get; set; }
public int Wis { get; set; }
public int Con { get; set; }
public int Dex { get; set; }
}
}