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Fix code style
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sven-n committed Oct 29, 2024
1 parent 06295a5 commit 64e0fe3
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Showing 3 changed files with 31 additions and 27 deletions.
4 changes: 4 additions & 0 deletions src/GameServer/RemoteView/ConsumeSpecialItemPlugIn.cs
Original file line number Diff line number Diff line change
Expand Up @@ -43,5 +43,9 @@ public async ValueTask ConsumeSpecialItemAsync(Item item, ushort effectTimeInSec
{
await this._player.Connection.SendConsumeItemWithEffectAsync(ConsumeItemWithEffect.ConsumedItemType.PotionOfSoul, effectTimeInSeconds).ConfigureAwait(false);
}
else
{
// do nothing
}
}
}
46 changes: 23 additions & 23 deletions src/Persistence/Initialization/Items/ArmorInitializerBase.cs
Original file line number Diff line number Diff line change
Expand Up @@ -149,51 +149,51 @@ protected ItemDefinition CreateGloves(byte number, string name, byte dropLevel,
return gloves;
}

protected ItemDefinition CreateBoots(byte number, byte slot, byte width, byte height, string name, byte dropLevel, int defense, int walkSpeed, byte durability, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel)
protected ItemDefinition CreateGloves(byte number, string name, byte dropLevel, int defense, int attackSpeed, byte durability, int levelRequirement, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel, int magicGladiatorClassLevel, int darkLordClassLevel, int summonerClassLevel)
{
var boots = this.CreateArmor(number, 6, 2, 2, name, dropLevel, defense, durability, strengthRequirement, agilityRequirement, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel);
if (walkSpeed > 0)
var gloves = this.CreateArmor(number, 5, 2, 2, name, dropLevel, defense, durability, levelRequirement, strengthRequirement, agilityRequirement, 0, 0, 0, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, darkLordClassLevel, summonerClassLevel, 0);
if (attackSpeed > 0)
{
boots.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.WalkSpeed, walkSpeed, AggregateType.AddRaw));
gloves.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.AttackSpeed, attackSpeed, AggregateType.AddRaw));
gloves.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.MagicSpeed, attackSpeed, AggregateType.AddRaw));
}

return boots;
return gloves;
}

protected ItemDefinition CreateArmor(byte number, byte slot, byte width, byte height, string name, byte dropLevel, int defense, byte durability, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel)
protected ItemDefinition CreateBoots(byte number, byte slot, byte width, byte height, string name, byte dropLevel, int defense, int walkSpeed, byte durability, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel)
{
var magicGladiatorClassLevel = 0;
if ((slot + 5) != (int)ItemGroups.Helm
&& (darkKnightClassLevel == 1 || darkWizardClassLevel == 1)
&& this.GameConfiguration.CharacterClasses.Any(c => c.Number == (byte)CharacterClassNumber.MagicGladiator))
var boots = this.CreateArmor(number, 6, 2, 2, name, dropLevel, defense, durability, strengthRequirement, agilityRequirement, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel);
if (walkSpeed > 0)
{
magicGladiatorClassLevel = 1;
boots.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.WalkSpeed, walkSpeed, AggregateType.AddRaw));
}

return this.CreateArmor(number, slot, width, height, name, dropLevel, defense, durability, 0, strengthRequirement, agilityRequirement, 0, 0, 0, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, 0, 0, 0);
return boots;
}

protected ItemDefinition CreateGloves(byte number, string name, byte dropLevel, int defense, int attackSpeed, byte durability, int levelRequirement, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel, int magicGladiatorClassLevel, int darkLordClassLevel, int summonerClassLevel)
protected ItemDefinition CreateBoots(byte number, string name, byte dropLevel, int defense, int walkSpeed, byte durability, int levelRequirement, int strengthRequirement, int agilityRequirement, int energyRequirement, int vitalityRequirement, int leadershipRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel, int magicGladiatorClassLevel, int darkLordClassLevel, int summonerClassLevel, int ragefighterClassLevel)
{
var gloves = this.CreateArmor(number, 5, 2, 2, name, dropLevel, defense, durability, levelRequirement, strengthRequirement, agilityRequirement, 0, 0, 0, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, darkLordClassLevel, summonerClassLevel, 0);
if (attackSpeed > 0)
var boots = this.CreateArmor(number, 6, 2, 2, name, dropLevel, defense, durability, levelRequirement, strengthRequirement, agilityRequirement, energyRequirement, vitalityRequirement, leadershipRequirement, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, darkLordClassLevel, summonerClassLevel, ragefighterClassLevel);
if (walkSpeed > 0)
{
gloves.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.AttackSpeed, attackSpeed, AggregateType.AddRaw));
gloves.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.MagicSpeed, attackSpeed, AggregateType.AddRaw));
boots.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.WalkSpeed, walkSpeed, AggregateType.AddRaw));
}

return gloves;
return boots;
}

protected ItemDefinition CreateBoots(byte number, string name, byte dropLevel, int defense, int walkSpeed, byte durability, int levelRequirement, int strengthRequirement, int agilityRequirement, int energyRequirement, int vitalityRequirement, int leadershipRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel, int magicGladiatorClassLevel, int darkLordClassLevel, int summonerClassLevel, int ragefighterClassLevel)
protected ItemDefinition CreateArmor(byte number, byte slot, byte width, byte height, string name, byte dropLevel, int defense, byte durability, int strengthRequirement, int agilityRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel)
{
var boots = this.CreateArmor(number, 6, 2, 2, name, dropLevel, defense, durability, levelRequirement, strengthRequirement, agilityRequirement, energyRequirement, vitalityRequirement, leadershipRequirement, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, darkLordClassLevel, summonerClassLevel, ragefighterClassLevel);
if (walkSpeed > 0)
var magicGladiatorClassLevel = 0;
if ((slot + 5) != (int)ItemGroups.Helm
&& (darkKnightClassLevel == 1 || darkWizardClassLevel == 1)
&& this.GameConfiguration.CharacterClasses.Any(c => c.Number == (byte)CharacterClassNumber.MagicGladiator))
{
boots.BasePowerUpAttributes.Add(this.CreateItemBasePowerUpDefinition(Stats.WalkSpeed, walkSpeed, AggregateType.AddRaw));
magicGladiatorClassLevel = 1;
}

return boots;
return this.CreateArmor(number, slot, width, height, name, dropLevel, defense, durability, 0, strengthRequirement, agilityRequirement, 0, 0, 0, darkWizardClassLevel, darkKnightClassLevel, elfClassLevel, magicGladiatorClassLevel, 0, 0, 0);
}

protected ItemDefinition CreateArmor(byte number, byte slot, byte width, byte height, string name, byte dropLevel, int defense, byte durability, int levelRequirement, int strengthRequirement, int agilityRequirement, int energyRequirement, int vitalityRequirement, int leadershipRequirement, int darkWizardClassLevel, int darkKnightClassLevel, int elfClassLevel, int magicGladiatorClassLevel, int darkLordClassLevel, int summonerClassLevel, int ragefighterClassLevel)
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8 changes: 4 additions & 4 deletions tests/MUnique.OpenMU.Tests/ItemConsumptionTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -324,18 +324,18 @@ public async ValueTask DrinkAlcoholSuccessAsync()
var consumeHandler = new AlcoholConsumeHandlerPlugIn();
var player = await this.GetPlayerAsync().ConfigureAwait(false);
var item = this.GetItem();
item.Definition!.ConsumeEffect = new Persistence.BasicModel.MagicEffectDefinition()
item.Definition!.ConsumeEffect = new Persistence.BasicModel.MagicEffectDefinition
{
Duration = new Persistence.BasicModel.PowerUpDefinitionValue()
Duration = new Persistence.BasicModel.PowerUpDefinitionValue
{
ConstantValue = { Value = 80 }
},
PowerUpDefinitions =
{
new Persistence.BasicModel.PowerUpDefinition()
new Persistence.BasicModel.PowerUpDefinition
{
TargetAttribute = Stats.AttackSpeed,
Boost = new Persistence.BasicModel.PowerUpDefinitionValue()
Boost = new Persistence.BasicModel.PowerUpDefinitionValue
{
ConstantValue = { Value = 20 }
}
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