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SEAFIGHT NEW SERVER
Discussion on SEAFIGHT NEW SERVER within the Seafight forum part of the Browsergames category.
01/18/2014, 10:39
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#31
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elite*gold: 0
Join Date: Sep 2012
Posts: 76
Received Thanks: 52
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We in future will test in this server new system bonus to ship...
Look:
Ship Transmodification Slot Group
Defensive 1
Defensive 2
Offensive 1
Offensive 2
Special
In the slots you can activate "GEM" bonus
Slot Defensive
Hit points
Voodoo points
Damage reduction
Repair
Offensive
Harpoon damage
Cannon damage
Boarding Bonus
Special
Poison damage
Blockade Breaker
ELP bonus
Every Gem have 20 lvl
You can create a GEM and improve it to a higher level
Quote:
package com.bigpoint.seafight.view.userInterface.widgets.m enus.customshipmenu
{
import __AS3__.vec.*;
import com.bigpoint.seafight.tools.*;
import com.bigpoint.seafight.view.userInterface.widgets.m enus.customshipmenu.inventory.*;
import net.bigpoint.seafight.com.module.user.*;
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;
}
}
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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;
}
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20 % cannon damage etc. ?
We will see in future...
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01/18/2014, 11:05
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#32
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elite*gold: 0
Join Date: Nov 2011
Posts: 114
Received Thanks: 158
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We can't buy the Little Buccaneer ?
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01/18/2014, 11:11
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#33
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elite*gold: 0
Join Date: Jul 2013
Posts: 35
Received Thanks: 3
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I Can't buy deckk
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01/18/2014, 11:27
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#34
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elite*gold: 0
Join Date: Jan 2013
Posts: 122
Received Thanks: 10
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why cant buy ships or decks?
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01/18/2014, 11:44
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#35
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elite*gold: 0
Join Date: Jun 2011
Posts: 694
Received Thanks: 213
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@mechanikzsz where did you find all that??
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01/18/2014, 12:04
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#36
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elite*gold: 0
Join Date: Sep 2012
Posts: 76
Received Thanks: 52
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Quote:
Originally Posted by terrorise
@mechanikzsz where did you find all that??
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 --> in this file you find every thing :P
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01/18/2014, 12:14
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#37
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elite*gold: 0
Join Date: Aug 2010
Posts: 29
Received Thanks: 5
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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^^
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01/18/2014, 12:28
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#38
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elite*gold: 0
Join Date: Mar 2013
Posts: 120
Received Thanks: 28
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Cant buy a ship? Dafuq
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01/18/2014, 12:29
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#39
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elite*gold: 191
Join Date: Apr 2012
Posts: 388
Received Thanks: 85
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Quote:
Originally Posted by mechanikzsz
We in future will test in this server new system bonus to ship...
Look:
Ship Transmodification Slot Group
Defensive 1
Defensive 2
Offensive 1
Offensive 2
Special
In the slots you can activate "GEM" bonus
Slot Defensive
Hit points
Voodoo points
Damage reduction
Repair
Offensive
Harpoon damage
Cannon damage
Boarding Bonus
Special
Poison damage
Blockade Breaker
ELP bonus
Every Gem have 20 lvl
You can create a GEM and improve it to a higher level
20*5000 = 100 000 HP and VP bonus max... ?
20 % cannon damage etc. ?
We will see in future...
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What is this?
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01/18/2014, 13:49
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#40
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elite*gold: 0
Join Date: Sep 2012
Posts: 81
Received Thanks: 21
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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.
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01/18/2014, 14:02
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#41
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elite*gold: 0
Join Date: Jun 2011
Posts: 694
Received Thanks: 213
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just buy the test...
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01/18/2014, 14:03
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#42
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elite*gold: 0
Join Date: Aug 2011
Posts: 352
Received Thanks: 105
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The whole game is ****
2-3 years ago was seafight a very nice game but today..
Thats why i sold my accounts
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01/18/2014, 14:08
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#43
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elite*gold: 0
Join Date: Aug 2011
Posts: 352
Received Thanks: 105
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glitters?
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01/18/2014, 14:14
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#44
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elite*gold: 0
Join Date: Jun 2013
Posts: 330
Received Thanks: 160
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Quote:
Originally Posted by ady_yo
im ☜☆₳§∂ѕѕïɴ™☆☞ if you see me come next to me
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How did you get eliteship?
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01/18/2014, 14:18
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#45
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elite*gold: 0
Join Date: Aug 2011
Posts: 352
Received Thanks: 105
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[NR❶] ЅΣΓƲΣΓƘI∏G®™DE2
If u see me
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For all not german speakers please translate: translate.google.de
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