DarkEmu_GameServer.Systems.ChangeAtk_dru C# (CSharp) Метод

ChangeAtk_dru() публичный Метод

public ChangeAtk_dru ( Systems Target, int slot, bool delete, bool UpdatePacket ) : void
Target Systems
slot int
delete bool
UpdatePacket bool
Результат void
        public void ChangeAtk_dru(Systems Target, int slot, bool delete,bool UpdatePacket)
        {
            try
            {
                if (!delete)
                {
                    int amount;
                    if (Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties1["dru"] != 0) // phy attack %inc
                    {
                        amount = Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties1["dru"];
                        Target.Character.Action.Buff.UpdatedStats[slot].MinPhyAttack = (Target.Character.Stat.MinPhyAttack / 100) * (amount);
                        Target.Character.Action.Buff.UpdatedStats[slot].MaxPhyAttack = (Target.Character.Stat.MaxPhyAttack / 100) * (amount);
                        Target.Character.Stat.MinPhyAttack += Target.Character.Action.Buff.UpdatedStats[slot].MinPhyAttack;
                        Target.Character.Stat.MaxPhyAttack += Target.Character.Action.Buff.UpdatedStats[slot].MaxPhyAttack;
                    }
                    if (Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties2["dru"] != 0) // mag attack %inc
                    {
                        amount = Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties2["dru"];
                        Target.Character.Action.Buff.UpdatedStats[slot].MinMagAttack = (Target.Character.Stat.MinMagAttack / 100) * (amount);
                        Target.Character.Action.Buff.UpdatedStats[slot].MaxMagAttack = (Target.Character.Stat.MaxMagAttack / 100) * (amount);
                        Target.Character.Stat.MinMagAttack += Target.Character.Action.Buff.UpdatedStats[slot].MinMagAttack;
                        Target.Character.Stat.MaxMagAttack += Target.Character.Action.Buff.UpdatedStats[slot].MaxMagAttack;
                    }

                }
                else
                {
                    if (Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties1["dru"] != 0) // phy attack %inc
                    {
                        Target.Character.Stat.MinPhyAttack -= Target.Character.Action.Buff.UpdatedStats[slot].MinPhyAttack;
                        Target.Character.Stat.MaxPhyAttack -= Target.Character.Action.Buff.UpdatedStats[slot].MaxPhyAttack;
                        Target.Character.Action.Buff.UpdatedStats[slot].MinPhyAttack = 0;
                        Target.Character.Action.Buff.UpdatedStats[slot].MaxPhyAttack = 0;
                    }
                    if (Data.SkillBase[Target.Character.Action.Buff.SkillID[slot]].Properties2["dru"] != 0) // mag attack %inc
                    {
                        Target.Character.Stat.MinMagAttack -= Target.Character.Action.Buff.UpdatedStats[slot].MinMagAttack;
                        Target.Character.Stat.MaxMagAttack -= Target.Character.Action.Buff.UpdatedStats[slot].MaxMagAttack;
                        Target.Character.Action.Buff.UpdatedStats[slot].MinMagAttack = 0;
                        Target.Character.Action.Buff.UpdatedStats[slot].MaxMagAttack = 0;
                    }
                }
                if (UpdatePacket) Target.client.Send(Packet.PlayerStat(Target.Character));
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Systems