Alexandria.Engines.DarkSouls.TableRows.Weapon.Weapon C# (CSharp) Метод

Weapon() приватный Метод

private Weapon ( ParameterTable table, int index ) : System
table ParameterTable
index int
Результат System
            internal Weapon(ParameterTable table, int index)
                : base(table, index)
            {
                BitFields = new byte[5];
                BehaviorVariationId = (Int32)0;
                WeaponWeightRate = (Single)0;
                CorrectStrength = (Single)0;
                CorrectAgility = (Single)0;
                CorrectMagic = (Single)0;
                CorrectFaith = (Single)0;
                PhysGuardCutRate = (Single)0;
                MagGuardCutRate = (Single)0;
                FireGuardCutRate = (Single)0;
                ThunGuardCutRate = (Single)0;
                SpEffectBehaviorId0 = (Int32)(-1);
                SpEffectBehaviorId1 = (Int32)(-1);
                SpEffectBehaviorId2 = (Int32)(-1);
                ResidentSpEffectId = (Int32)(-1);
                ResidentSpEffectId1 = (Int32)(-1);
                ResidentSpEffectId2 = (Int32)(-1);
                MaterialSetId = (Int32)(-1);
                OriginEquipWep = (Int32)(-1);
                OriginEquipWep1 = (Int32)(-1);
                OriginEquipWep2 = (Int32)(-1);
                OriginEquipWep3 = (Int32)(-1);
                OriginEquipWep4 = (Int32)(-1);
                OriginEquipWep5 = (Int32)(-1);
                OriginEquipWep6 = (Int32)(-1);
                OriginEquipWep7 = (Int32)(-1);
                OriginEquipWep8 = (Int32)(-1);
                OriginEquipWep9 = (Int32)(-1);
                OriginEquipWep10 = (Int32)(-1);
                OriginEquipWep11 = (Int32)(-1);
                OriginEquipWep12 = (Int32)(-1);
                OriginEquipWep13 = (Int32)(-1);
                OriginEquipWep14 = (Int32)(-1);
                OriginEquipWep15 = (Int32)(-1);
                AntiDemonDamageRate = (Single)1;
                AntSaintDamageRate = (Single)1;
                AntWeakA_DamageRate = (Single)1;
                AntWeakB_DamageRate = (Single)1;
                IconId = (UInt16)0;
                AttackThrowEscape = (UInt16)0;
                ParryDamageLife = (Int16)(-1);
                AttackBasePhysics = (UInt16)100;
                AttackBaseMagic = (UInt16)100;
                AttackBaseFire = (UInt16)100;
                AttackBaseThunder = (UInt16)100;
                AttackBaseStamina = (UInt16)100;
                SaWeaponDamage = (UInt16)0;
                SaDurability = (Int16)0;
                GuardAngle = (Int16)0;
                StaminaGuardDef = (Int16)0;
                ReinforceTypeId = (Int16)0;
                TrophySGradeId = (Int16)(-1);
                TrophySeqId = (Int16)(-1);
                ThrowAtkRate = (Int16)0;
                BowDistRate = (Int16)0;
                EquipModelCategory = (EquipModelCategory)7;
                EquipModelGender = (EquipModelGender)0;
                WeaponCategory = (WeaponCategory)0;
                MotionCategory = (WeaponMotionCategory)0;
                GuardmotionCategory = (GuardMotionCategory)0;
                AtkMaterial = (WeaponMaterialAttack)0;
                DefMaterial = (WeaponMaterialDefend)0;
                DefSfxMaterial = (WeaponMaterialDefendSound)0;
                CorrectType = (WeaponCorrectType)0;
                SpAttribute = (AttackParameterSpecialAttributes)0;
                SpAtkcategory = (Byte)0;
                WepmotionOneHandId = (Byte)0;
                WepmotionBothHandId = (Byte)0;
                ProperStrength = (Byte)0;
                ProperAgility = (Byte)0;
                ProperMagic = (Byte)0;
                ProperFaith = (Byte)0;
                OverStrength = (Byte)0;
                AttackBaseParry = (Byte)0;
                DefenseBaseParry = (Byte)0;
                GuardBaseRepel = (Byte)0;
                AttackBaseRepel = (Byte)0;
                GuardCutCancelRate = (SByte)0;
                GuardLevel = (SByte)0;
                SlashGuardCutRate = (SByte)0;
                BlowGuardCutRate = (SByte)0;
                ThrustGuardCutRate = (SByte)0;
                PoisonGuardResist = (SByte)0;
                DiseaseGuardResist = (SByte)0;
                BloodGuardResist = (SByte)0;
                CurseGuardResist = (SByte)0;
                IsDurabilityDivergence = (DurabilityDivergenceCategory)0;
                RightHandEquipable = true;
                LeftHandEquipable = true;
                BothHandEquipable = true;
                ArrowSlotEquipable = false;
                BoltSlotEquipable = false;
                EnableGuard = false;
                EnableParry = false;
                EnableMagic = false;
                EnableSorcery = false;
                EnableMiracle = false;
                EnableVowMagic = false;
                IsNormalAttackType = false;
                IsBlowAttackType = false;
                IsSlashAttackType = false;
                IsThrustAttackType = false;
                IsEnhance = true;
                IsLuckCorrect = false;
                IsCustom = true;
                DisableBaseChangeReset = false;
                DisableRepair = false;
                IsDarkHand = false;
                SimpleModelForDlc = false;
                LanternWep = false;
                IsVersusGhostWep = false;
                BaseChangeCategory = (WeaponBaseChangeCategory)0;
                IsDragonSlayer = false;
                IsDeposit = true;
                DisableMultiDropShare = false;
                Pad_0 = new Byte[1];
                Pad_1 = new Byte[8];
            }

Same methods

TableRows.Weapon::Weapon ( ParameterTable table, int index, AssetLoader loader, int next ) : System