public class GemAbility extends Object
{
private static const MAX_LEVEL:int = 20;
private static var offensives:Vector.<int> = new Vector.<int>(3);
private static var defensives:Vector.<int> = new Vector.<int>(4);
private static var specials:Vector.<int> = new Vector.<int>(3);
private static var types:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(3);
public function GemAbility()
{
return;
}// end function
public static function create(param1:int, param2:int) : ShipDesignListModStub
{
var _loc_3:* = new ShipDesignListModStub();
_loc_3.type = param1;
switch(param1)
{
case DesignModifierType.HARPOONDAMAGE:
case DesignModifierType.CANNONDAMAGE:
case DesignModifierType.BOARDINGBONUS:
case DesignModifierType.ELPBONUS:
{
_loc_3.parameter = DesignModifierParameter.PERCENT;
_loc_3.value = param2;
break;
}
case DesignModifierType.HITPOINTS:
case DesignModifierType.VOODOOPOINTS:
{
_loc_3.parameter = DesignModifierParameter.ABSOLUTE;
_loc_3.value = param2 * 5000;
break;
}
case DesignModifierType.DEFENSIVEBONUS:
case DesignModifierType.POISONDAMAGE:
case DesignModifierType.REPAIRBONUS:
case DesignModifierType.EXPBONUS:
case DesignModifierType.BLOCKADERUNNER:
{
_loc_3.parameter = DesignModifierParameter.PERCENT;
_loc_3.value = param2;
break;
}
case DesignModifierType.NONE:
{
}
default:
{
break;
}
}
return _loc_3;
}// end function
public static function createHarpoonGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_OFFENSIVE, param1, DesignModifierType.HARPOONDAMAGE, param2);
}// end function
public static function createCannonGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_OFFENSIVE, param1, DesignModifierType.CANNONDAMAGE, param2);
}// end function
public static function createBoardingGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_OFFENSIVE, param1, DesignModifierType.BOARDINGBONUS, param2);
}// end function
public static function createHpGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_DEFENSIVE, param1, DesignModifierType.HITPOINTS, param2);
}// end function
public static function createVpGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_DEFENSIVE, param1, DesignModifierType.VOODOOPOINTS, param2);
}// end function
public static function createRepairGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_DEFENSIVE, param1, DesignModifierType.REPAIRBONUS, param2);
}// end function
public static function createDmgReducGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_DEFENSIVE, param1, DesignModifierType.DEFENSIVEBONUS, param2);
}// end function
public static function createElpGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_SPECIAL, param1, DesignModifierType.ELPBONUS, param2);
}// end function
public static function createBlockGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_SPECIAL, param1, DesignModifierType.BLOCKADERUNNER, param2);
}// end function
public static function createDotGem(param1:int, param2:int = 1) : GemItem
{
return createGem(GemItem.TYPE_SPECIAL, param1, DesignModifierType.POISONDAMAGE, param2);
}// end function
public static function createRandomGem(param1:int = 0) : GemItem
{
var _loc_2:int = 0;
if (param1 > MAX_LEVEL)
{
param1 = MAX_LEVEL;
}
else if (param1 <= 0)
{
param1 = getRandomLevel();
}
_loc_2 = Math.round(Math.random() * 2) + 1;
var _loc_3:* = getRandomAbility(types[(_loc_2 - 1)]);
return createGem(_loc_2, param1, _loc_3);
}// end function
public static function createRandomOffensiveGem() : GemItem
{
return createGem(GemItem.TYPE_OFFENSIVE, getRandomLevel(), getRandomAbility(offensives));
}// end function
public static function createRandomDefensiveGem() : GemItem
{
return createGem(GemItem.TYPE_DEFENSIVE, getRandomLevel(), getRandomAbility(defensives));
}// end function
public static function createRandomSpecialGem() : GemItem
{
return createGem(GemItem.TYPE_SPECIAL, getRandomLevel(), getRandomAbility(specials));
}// end function
public static function getRandomAbility(param1:Vector.<int>) : int
{
return param1[int(Math.random() * param1.length)];
}// end function
public static function getRandomLevel() : int
{
return (Math.round(Math.random() * (MAX_LEVEL - 1)) + 1);
}// end function
public static function createGem(param1:int, param2:int, param3:int, param4:int = 1) : GemItem
{
if (param4 > 1)
{
return new GemInvItem(param1, param2, create(param3, param2), param4);
}
return new GemItem(param1, param2, create(param3, param2));
}// end function
public static function createAllGemSet(param1:int) : Vector.<GemItem>
{
new Vector.<GemItem>(10)[0] = createHarpoonGem(param1, 10);
new Vector.<GemItem>(10)[1] = createCannonGem(param1, 20);
new Vector.<GemItem>(10)[2] = createBoardingGem(param1, 30);
new Vector.<GemItem>(10)[3] = createHpGem(param1, 40);
new Vector.<GemItem>(10)[4] = createVpGem(param1, 50);
new Vector.<GemItem>(10)[5] = createRepairGem(param1, 60);
new Vector.<GemItem>(10)[6] = createDmgReducGem(param1, 70);
new Vector.<GemItem>(10)[7] = createElpGem(param1, 80);
new Vector.<GemItem>(10)[8] = createBlockGem(param1, 90);
new Vector.<GemItem>(10)[9] = createDotGem(param1, 40);
return new Vector.<GemItem>(10);
}// end function
public static function createRandomGemSet(param1:int) : Vector.<GemItem>
{
var _loc_2:int = 2;
var _loc_3:int = 8;
var _loc_4:* = new Vector.<GemItem>;
if (Math.random() > Math.random())
{
_loc_4.push(createHarpoonGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createCannonGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createBoardingGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createHpGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createVpGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createRepairGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createDmgReducGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createElpGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createBlockGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
if (Math.random() > Math.random())
{
_loc_4.push(createDotGem(param1, MathTools.getRandom(_loc_2, _loc_3)));
}
return _loc_4;
}// end function
new Vector.<int>(3)[0] = DesignModifierType.HARPOONDAMAGE;
new Vector.<int>(3)[1] = DesignModifierType.CANNONDAMAGE;
new Vector.<int>(3)[2] = DesignModifierType.BOARDINGBONUS;
new Vector.<int>(4)[0] = DesignModifierType.HITPOINTS;
new Vector.<int>(4)[1] = DesignModifierType.VOODOOPOINTS;
new Vector.<int>(4)[2] = DesignModifierType.REPAIRBONUS;
new Vector.<int>(4)[3] = DesignModifierType.DEFENSIVEBONUS;
new Vector.<int>(3)[0] = DesignModifierType.ELPBONUS;
new Vector.<int>(3)[1] = DesignModifierType.BLOCKADERUNNER;
new Vector.<int>(3)[2] = DesignModifierType.POISONDAMAGE;
new Vector.<Vector.<int>>(3)[0] = offensives;
new Vector.<Vector.<int>>(3)[1] = defensives;
new Vector.<Vector.<int>>(3)[2] = specials;
}
}
20*5000 = 100 000 HP and VP bonus max... ?
Quote:
case DesignModifierType.HITPOINTS:
case DesignModifierType.VOODOOPOINTS:
{
_loc_3.parameter = DesignModifierParameter.ABSOLUTE;
_loc_3.value = param2 * 5000;
break;
}
jammert nicht rum, der link dürfte garnicht öffentlich sein! Es wird auch mit Sicherheit kein Eliteschiff, keine perlen, kristalle o.ä geben. Außerdem macht's Spaß euch von kleiner Raid zu schießen^^
This server is only for MODS they come here to try some things they have block the elite market for u can win big or small bucanir so guys u just loose our time.
[S] Seafight Account eqal welcher server[B] andere seafight accs, PSC und Bugs an 03/03/2015 - Trading - 5 Replies For all not german speakers please translate: translate.google.de
Wie oben genannt suche ich einen neuen seafight acc womit ich neu durchstarten kann.
Höre mir gern alles an.
Bitte bietet mir keine kleinen accs an. stelle mir schon großes vor. bzw. ab e15.
Biete sogut wie fast alles an.