public Henchmen(string name, int move, int health, int stamina, AttackDice attack, DefenceDice defence, int might, int knowledge, int willpower, int awareness) : base(name, move, health, attack, defence, might, knowledge, willpower, awareness) { }
public Unit(string name, int move, int health, AttackDice attack, DefenceDice defence) { Name = name; Move = move; MaxHealth = Health = health; this.AttackDice = attack; this.DefenceDice = defence; Abilities = new List <Ability>(); }
public EliteUnit(string name, int move, int health, AttackDice attack, DefenceDice defence, int might, int knowledge, int willpower, int awareness) : base(name, move, health, attack, defence) { Might = might; Knowledge = knowledge; Willpower = willpower; Awareness = awareness; }
public virtual int RollAttackDie() { int damageTotal = 0; Random rollDie = new Random(); //Roll attack dice for the aggressor and get a damage total AttackDice.ForEach(attackDie => { damageTotal += (byte)attackDie.DieFaces[rollDie.Next(0, 5)]; }); return(damageTotal); }
public virtual void CalculateDiceState() { AttackDice.Clear(); AttackDice.AddRange(HeroWeapon.Dice); DefenceDice.Clear(); DefenceDice.AddRange(ChestSlot.Dice); DefenceDice.AddRange(FeetSlot.Dice); DefenceDice.AddRange(HandSlot.Dice); DefenceDice.AddRange(HeadSlot.Dice); DefenceDice.AddRange(LegSlot.Dice); DefenceDice.AddRange(NecklaceSlot.Dice); DefenceDice.AddRange(RingSlot.Dice); }
private IEnumerable <WeoponItem> IterMainHand(string source) { foreach (string[] tabs in IterFile(source, "main_hand.tsv")) { string name = tabs[0]; ItemCatagory[] catagories = ParseCatagories(tabs[1]); HandCatagory type = (HandCatagory)Enum.Parse( typeof(HandCatagory), tabs[2]); int hands = Int32.Parse(tabs[3]); AttackDice attack = new AttackDice(tabs[4].Split(',')); Ability[] abilities = ParseAbilities(tabs[5]); yield return(new WeoponItem(name, attack, type, abilities, catagories, hands)); } }
public static Hero GetLeoric() { var defence = new DefenceDice(new GreyDie()); var leoric = new Hero("Leoric", 4, 8, 5, defence, 1, 5, 3, 2, 0); var attack = new AttackDice("blue", "power", "yellow"); var abilities = new Ability[] { new Ability(3, AbilityType.Damage, 2), new Ability(1, AbilityType.Damage, 1), new Ability(2, AbilityType.Pierce, 1), new Ability(2, AbilityType.Range, 1) }; var catagories = new ItemCatagory[] { ItemCatagory.Staff, ItemCatagory.Magic }; WeoponItem fancyStaff = new WeoponItem("Fancy Staff", attack, HandCatagory.RangeWeopon, abilities, catagories, 2); leoric.Equip(fancyStaff); return(leoric); }
public Monster(string name, int move, int health, AttackDice attack, DefenceDice defence) : base(name, move, health, attack, defence) { }
public WeoponItem(string name, AttackDice attack, HandCatagory weoponType, Ability[] abilities, ItemCatagory[] catagories, int hands) : base(name, abilities, catagories, weoponType, hands) { this.AttackDice = attack; }