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\Scripts\Items\Weapons\Axes\Axe.cs
ÄÚµå :
using System;
using Server.Items;
using Server.Network;
namespace Server.Items
{
ÄÚµå :
[FlipableAttribute( 0xF49, 0xF4a )] // ¾ÆÀÌÅÛ ¹æÇ⠹ٲܽà »ç¿ëµÉ À̹ÌÁö µ¿ºÏ, ¼ºÏ¹ÙÇâ
public class Axe : BaseAxe // Axe´Â BaseAxe.cs Ŭ·¡½º¸¦ »ó¼Ó¹Þ½À´Ï´Ù. ¾î¶² Á¾·ùÀÇ ¾ÆÀÌÅÛÀ̳Ŀ¡ µû¶ó ¾î´À Ŭ·¡½º¿¡¼ »ó¼ÓÀ» ¹ÞÀ»°ÇÁö¸¦ °áÁ¤ÇÕ´Ï´Ù.
// ÀÌ¿¡ BaseAxe.cs´Â BaseWeapon.cs¿¡¼ Á¤ÀÇµÈ ¼Ò½º¸¦ µû¶ó°©´Ï´Ù.
// BaseWeapon > BaseAxe > Axe (Axe´Â BaseAxe¿¡ ¼ÓÇϰí, BaseAxe´Â ´Ù½Ã BaseWeapon¿¡ ¼ÓÇÑ´Ù°í »ý°¢ÇÏ½Ã¸é µÉµíÇÕ´Ï´Ù.)
// Axe ¸¦ ¿øÇϽô À̸§À¸·Î ¹Ù²Ù¼¼¿ä
ÄÚµå :
{
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Dismount; } }
// public override int ArtifactRarity{ get{ return 15; } } // ¾ÆÀÌÅÛ Èñ±ÍÀ²À̶ó´Â °Çµ¥ ¾îµð¿¡ »ç¿ëµÇ´Â°ÇÁö´Â ¤Ñ¤Ñ¤»
public override int AosStrengthReq{ get{ return 35; } } // Âø¿ë Èû ¿ä±¸
// public override int AosDexterityReq{ get{ return 0; } } // µ¦½º
// public override int AosIntelligenceReq{ get{ return 0; } } // ÀÎÆ®
public override int AosMinDamage{ get{ return 14; } } // ÃÖ¼Òµ¥¹ÌÁö
public override int AosMaxDamage{ get{ return 16; } } // ÃÖ´ëµ¥¹ÌÁö
public override int AosSpeed{ get{ return 37; } } // ¹«±â °ø°Ý ¼Óµµ
//AOS¹öÁ¯ À̻󿡼ÀÇ »ç¿ëÀ̶ó¸é ±»ÀÌ Old¸¦ Æ÷ÇÔ½ÃŰÁö ¾Ê¾Æµµ µË´Ï´Ù.
public override int OldStrengthReq{ get{ return 35; } }
public override int OldMinDamage{ get{ return 6; } }
public override int OldMaxDamage{ get{ return 33; } }
public override int OldSpeed{ get{ return 37; } }
public override int InitMinHits{ get{ return 31; } } // ÃÖ¼Ò ³»±¸·Â
public override int InitMaxHits{ get{ return 110; } } // ÃÖ´ë ³»±¸·Â
// public override int DefHitSound{ get{ return 0x38E; } } // µµ³¢ °ø°Ý ¼Ò¸®¿¡ ´ëÇØ µû·Î ÁöÁ¤ÇÒ¶§, ÁöÁ¤À» ¾ÈÇßÀ»½Ã ±âº»°ªÀº BasAxe.cs ¿¡¼ ÁöÁ¤µÈ °ªÀ» »ç¿ëÇÕ´Ï´Ù.
// public override int DefMissSound{ get{ return 0x23A; } } // ¹Ì½º³¯¶§ »ç¿îµå È¿°ú
À§ ¼Ó¼ºÀ» Áִµ¥ ÀÖ¾î¼ Âü°íÇÏ¼Å¾ß ÇÒÁ¡Àº Axe´Â BaseAxe Ŭ·¡½º·ÎºÎÅÍ »ó¼ÓÀ» BaseAxe´Â BaseWeaponÀ¸·ÎºÎÅÍ »ó¼ÓÀ» ¹Þ´Â´Ù´Â°Ì´Ï´Ù.
À§¿¡¼ ¿°ÅµÈ ¼Ó¼º¿¡ ´ëÇØ º¼·Á¸é BaseWeapon(¶óÀÎ 61~106)°ú BaseAxe ÆÄÀÏÀ» ¿¾îº¸½Ã¸é µË´Ï´Ù.
À§´Â Axe ¾ÆÀÌÅÛ¿¡ ´ëÇÑ ÁÖ,ºÎ´É·Â, ¿ä±¸Èû, µ¥¹ÌÁöµîÀ» ³ªÅ¸³»°íÀÖ½À´Ï´Ù.
WeaponAbilite¿¡ ´ëÇØ¼´Â http://www.runuo.co.kr\forum\runuo-doc\types\WeaponAbility.html ¸¦ ÂüÁ¶Çϼ¼¿ä.
¶Ç´Â ·±À¯¿À Doc Æú´õ¾È¿¡ ÀÖ´Â ¹®¼¸¦ ÂüÁ¶Çϼ¼¿ä.
°¢°¢ ¼Ó¼º¿¡ ´ëÇØ¼´Â Àû¿ëÀ» ÇØº¸¼¼¿ä..
Aos, Old Àû¿ë¿¡ µû¶ó¼ ¼öÄ¡¸¦ ´Ù¸£°Ô ÇÒ¼ö ÀÖ½À´Ï´Ù.
ÄÚµå :
[Constructable]
public Axe() : base( 0xF49 ) // 0xF49 ½ÇÁ¦ »ç¿ëµÉ ¾ÆÀÌÅÛ À̹ÌÁöÀÔ´Ï´Ù. Axe¿Í 0xF49¸¦ »õ·Î ¼³Á¤Çϼ¼¿ä
{
Weight = 4.0; // ¹«°Ô ¼³Á¤
/*
Name = "¾ÆÀÌÅÛÀ̸§"; //ÁöÁ¤À» ¾ÈÇßÀ»½Ã¿£ 0xF49ÀÇ ±âº» ¾ÆÀÌÅÛ À̸§À» µû¶ó°©´Ï´Ù.
Hue = 1153; // ¾ÆÀÌÅÛÀÇ »ö±òÁöÁ¤
WeaponAttributes.HitLightning = 100; // ¾ÆÀÌÅÛ¿¡ ¶óÀÌÆ®´× ¸¶¹ý ½ÃÀüÈ¿°ú¸¦ ÁÝ´Ï´Ù. 100%¼º°ø
Attributes.AttackChance = 15; // °ø°Ý Âù½ºÀ² 15% Áõ°¡ ¿É¼Ç
Attributes.WeaponSpeed = 30; // ¹«±â °ø°ÝÀ² 30% Áõ°¡
Attributes.WeaponDamage = 50; // ¹«±â µ¥¹ÌÁö 50% Áõ°¡
// ºÎ°ú ¿É¼Ç ¼³Á¤À¸·Î µÚ¿¡ ¼öÄ¡¿¡ ´ëÇØ¼´Â ¸ðµÎ %·Î ³ªÅ¸³³´Ï´Ù.
// À§ ¼³Á¤À» ÂüÁ¶ÇϽǷÁ¸é BeseWeapon.cs ¶óÀÎ 2360~2558±îÁö¸¦ Âü°íÇϼ¼¿ä.
// ¿¹) WeaponAttributes.BonusStr = 10; //Âø¿ë½Ã º¸³Ê½º Èû Áõ°¡
*/
}
¿©±â±îÁö ¹«±â ¼³Á¤¿¡ ÀÖ¾î¼ ±âº»ÀÌ µÈ´Ù°í »ý°¢ÇϽøéµË´Ï´Ù.
ÀÌÇÏ ºÎºÐºÎÅÍ´Â ¹«±â¸¦ ´õºíŬ¸¯ ÇßÀ»¶§ ¶Ç´Â °ø°Ý½Ã ¾î¶² È¿°ú¸¦ ³¾°ÍÀÌÁö µîµîÀ» ³ÖÀ¸½Ã¸éµË´Ï´Ù.
È¿°ú¸¦ ³Ö´Âµ¥¿¡ À־ c#, ÇÁ·Î±×·¡¹Ö ¾ð¾î¿¡ ´ëÇØ ÀüÇô ¸ð¸£½Ã´Â ºÐÀº ¾î·Æ°Ô ´À³¢½Ç°Í°°½À´Ï´Ù.
²ÙÁØÈ÷ º¸°í µû¶óÇØº¸°í ³ë·ÂÇØº¸´Â ¼ö¹Û¿¡.. ¤Ñ¤Ñ;;
ÄÚµå :
/*
public override void OnHit( Mobile attacker, Mobile defender ) // °ø°ÝÀ» ÇßÀ»¶§ ¸Þ¼¼Áö¸¦ º¸³¾¼öµµ ÀÖ½À´Ï´Ù.
{
base.OnHit( attacker, defender );
attacker.SendMessage( "°ø°ÝÀ» ½ÃµµÇÕ´Ï´Ù." );
}
*/
public Axe( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
WeaponAbility : ArmorIgnore, BleedAttack, ConcussionBlow, CrushingBlow, Disarm, Dismount,
DoubleStrike, InfectiousStrike, MortalStrike, MovingShot, ParalyzingBlow,
ShadowStrike, WhirlwindAttack
½ÇÁúÀûÀ¸·Î »óÀ§ Ŭ·¡½º·ÎºÎÅÍ »ó¼ÓÀ» ¹Þ±â ¶§¹®¿¡ ¼Ó¼ºÀ» Áְųª º¯È¯½Ã۱â À§Çؼ´Â »óÀ§ Ŭ·¡½º·ÎºÎÅÍ
»ìÆìº¸¼Å¾ßÇÕ´Ï´Ù. Axe < BaseAxe < BaseMeleeWeapon < Item À¸·ÎºÎÅÍ Å¬·¡½º°¡ »ó¼ÓµË´Ï´Ù.
´Ù¸¥°Å ´Ù »©°í ÀÏ´Ü ¾ÆÀÌÅÛÀ» »ý¼ºÇÏ´Â°Í ºÎÅÍ ÇØº¸¼¼¿ä.
ÄÚµå :
using System;
using Server;
namespace Server.Items
{
public class NewItem : BaseSword
{
[Constructable]
public NewItem() : base( 0xF61 )
{
Name = "NewItem";
Hue = 1153;
// WeaponAttributes.HitLightning = 100; // ¶óÀÌÆ®´× °ø°Ý 100%
// Attributes.AttackChance = 15; // °ø°Ý¼º°ø Áõ°¡ 15%
// Attributes.WeaponSpeed = 30;
// Attributes.WeaponDamage = 50; // ÇÇÇØÁõ°¡ 50%
}
public NewItem( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
¿©±â±îÁö¸¸ Çϼŵµ ¾ÆÀÌÅÛÀº »ý¼ºµË´Ï´Ù. ÀÌÇÏ ºÎ°ú ¼³Á¤¿¡ ´ëÇØ¼´Â Á÷Á¢ ÇØº¸¼¼¿ä.
¼³¸í¿¡ ÀÖ¾î¼ ¹«Ã´ ³ÇØÇϱ⵵ ÇÕ´Ï´Ù. ÇÏÁö¸¸ C#¿¡ ´ëÇØ ÀüÇô Á¢Çغ¸Áö ¾ÊÀ¸½ÅºÐÀ» ±âÁØÀ¸·Î ÇÏÀÚ´Ï
³Ñ ¹æ´ëÇØÁö´Â°Í °°°í... ±×·¸´Ù°í ÇÁ·Î±×·¡¹Ö ÀûÀ¸·Î ¼³¸íÀ» ÇÏÀÚ´Ï ÀúÀÇ Áö½Ä¼öÁØÀÌ ³Ñ ³·¾Æ¼..
¼³¸íÀÌ ¸¹ÀÌ ºÎÁ·Ç߰ųª Áú¹®»çÇ×ÀÌ ÀÖÀ¸½Ã¸é °Åħ¾øÀÌ ´ä±Û ´Þ¾ÆÁÖ¼¼¿ä. |
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