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📄 usableitem.cs

📁 网络游戏征服的服务端部分完整源码 VC编译 绝少的源码 有兴趣的可以
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using System;

namespace CO_Full_Server
{
	/// <summary>
	/// Summary description for UsableItem.
	/// </summary>
	public class UsableItem : ItemBase
	{		
		private ItemQuality m_Quality;
		private int m_Composition;
		/// <summary>
		/// Hitpoints given by + neck items
		/// </summary>
		private int m_HitPoints;
		private int m_Level;
		private int m_MaxDurability;
		private int m_Durability;
		private int m_Frequency;
		private int m_Attack;
		private int m_Accuracy;
		private int m_MAttack;
		private int m_Defense;
		private int m_MDefense;
		private int m_MDefensePct;
		private int m_Dodge;
		private Gem m_Socket1 = null;
		private Gem m_Socket2 = null;

		public UsableItem(int UID, int Type) : base(UID, Type)
		{
			

		}

		public override string ToString()
		{
			string Builder = "";
			if(m_Composition > 0)
			{
				Builder = "+" + m_Composition.ToString() + " ";
			}
			if(m_Quality == ItemQuality.Normal)
			{
				Builder = Builder + "Normal";
			}
			else if(m_Quality == ItemQuality.Refined)
			{
				Builder = Builder + "Refined";
			}
			else if(m_Quality == ItemQuality.Unique)
			{
				Builder = Builder + "Unique";
			}
			else if(m_Quality == ItemQuality.Elite)
			{
				Builder = Builder + "Elite";
			}
			else if(m_Quality == ItemQuality.Super)
			{
				Builder = Builder + "Super";
			}
			Builder = Builder + " " + m_Level.ToString() + " ";
			//TODO: Add Item Name lookup!! ty PLX

			return base.ToString ();
		}

		public int Accuracy()
		{
			return m_Accuracy;
		}

	}

}

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