using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace mmoRLserver { public class Skill { public int id = 0; public int expCost = 0; public int[] requiredSkills = new int[] { }; public Skill() { } public static Skill GetSkill(int id) { Skill skill = new Skill(); skill.id = id; int reqskill = -1; int e = 0; //Exp cost switch (id) { case 1: e = 5; break; //Recovery case 2: e = 15; break; //Regeneration case 3: e = 15; break; //Crafting case 4: e = 20; break; //Toughness case 5: e = 50; break; //Destruction case 6: e = 10; break; //Construction case 7: e = 200; reqskill = 6; break; //Painting case 8: e = 50; break; //Equipment crafting case 9: e = 50; break; //Synthesis case 10: e = 200; break; //Leatherworking case 11: e = 100; break; //Resilience case 12: e = 200; break; //Aggression case 13: e = 200; break; //Inner Focus case 14: e = 150; break; //Advance case 15: e = 150; break; //Return case 16: e = 100; reqskill = 9; break; //Transmutation case 17: e = 200; reqskill = 4; break; //Greater Toughness case 18: e = 400; reqskill = 11; break; //Greater Resilience case 19: e = 600; reqskill = 12; break; //Greater Aggression case 20: e = 800; reqskill = 13; break; //Path of the Warrior case 21: e = 1200; reqskill = 17; break; //Extreme Toughness case 22: e = 1600; reqskill = 18; break; //Extreme Resilience case 23: e = 2000; reqskill = 19; break; //Extreme Aggression case 24: e = 2500; reqskill = 20; break; //BERSERKER } skill.expCost = e; if (reqskill != -1) { skill.requiredSkills = new int[] { reqskill }; } return skill; } } }