baseline: OpenMU upstream b5a0961 (fresh source)
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src/GameLogic/PlugIns/MonsterAttributeScalerConfiguration.cs
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96
src/GameLogic/PlugIns/MonsterAttributeScalerConfiguration.cs
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// <copyright file="MonsterAttributeScalerConfiguration.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.PlugIns;
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/// <summary>
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/// Configuration for the <see cref="MonsterAttributeScaler"/>.
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/// </summary>
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public class MonsterAttributeScalerConfiguration
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{
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private float _scaleAllPercentage;
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private float _damagePercentage = 25.0f;
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private float _attackRatePercentage = 25.0f;
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private float _defenseRatePercentage = 25.0f;
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private float _defensePercentage = 25.0f;
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private float _healthPercentage = 25.0f;
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/// <summary>
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/// Gets or sets the percentage applied to all stats at once.
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/// When set above 0, cascades to all individual fields.
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/// </summary>
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public float ScaleAllPercentage
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{
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get => this._scaleAllPercentage;
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set
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{
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this._scaleAllPercentage = value;
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if (value > 0)
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{
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this._damagePercentage = value;
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this._attackRatePercentage = value;
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this._defenseRatePercentage = value;
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this._defensePercentage = value;
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this._healthPercentage = value;
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}
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}
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}
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/// <summary>
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/// Gets or sets the percentage by which monster damage (MinPhysBaseDmg, MaxPhysBaseDmg) is increased.
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/// </summary>
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public float DamagePercentage
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{
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get => this.ScaleAllActive ? this._scaleAllPercentage : this._damagePercentage;
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set => this.SetIndividualField(ref this._damagePercentage, value);
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}
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/// <summary>
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/// Gets or sets the percentage by which the monster attack rate is increased.
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/// </summary>
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public float AttackRatePercentage
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{
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get => this.ScaleAllActive ? this._scaleAllPercentage : this._attackRatePercentage;
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set => this.SetIndividualField(ref this._attackRatePercentage, value);
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}
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/// <summary>
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/// Gets or sets the percentage by which monster defense rate is increased.
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/// </summary>
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public float DefenseRatePercentage
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{
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get => this.ScaleAllActive ? this._scaleAllPercentage : this._defenseRatePercentage;
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set => this.SetIndividualField(ref this._defenseRatePercentage, value);
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}
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/// <summary>
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/// Gets or sets the percentage by which monster defense is increased.
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/// </summary>
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public float DefensePercentage
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{
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get => this.ScaleAllActive ? this._scaleAllPercentage : this._defensePercentage;
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set => this.SetIndividualField(ref this._defensePercentage, value);
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}
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/// <summary>
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/// Gets or sets the percentage by which monster maximum health is increased.
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/// </summary>
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public float HealthPercentage
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{
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get => this.ScaleAllActive ? this._scaleAllPercentage : this._healthPercentage;
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set => this.SetIndividualField(ref this._healthPercentage, value);
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}
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private bool ScaleAllActive => this._scaleAllPercentage > 0;
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private void SetIndividualField(ref float field, float value)
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{
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if (this.ScaleAllActive)
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{
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return;
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}
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field = value;
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}
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}
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