Beispiel #1
0
 private Unclassed()
 {
     _ClassName = "Unclassed";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[] { };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { };
     _StatDifficulties = new Stat[] { };
 }
Beispiel #2
0
 private Unclassed()
 {
     _ClassName              = "Unclassed";
     _RestrictedItems        = new List <Type>();
     _ClassSkills            = new SkillName[] { };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { };
     _StatDifficulties       = new Stat[] { };
 }
Beispiel #3
0
 private Thief()
 {
     _ClassName       = "Thief";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Stealing,
         SkillName.Hiding,
         SkillName.Lockpicking,
         SkillName.Stealth,
         SkillName.RemoveTrap,
         SkillName.DetectHidden,
         SkillName.Poisoning,
         SkillName.Snooping
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Dexterity };
     _StatDifficulties       = new Stat[] { Stat.Strength };
 }
Beispiel #4
0
 private Bard()
 {
     _ClassName       = "Bard";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Provocation,
         SkillName.Musicianship,
         SkillName.Peacemaking,
         SkillName.Begging,
         SkillName.Cartography,
         SkillName.Discordance,
         SkillName.TasteID,
         SkillName.Herding
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Intelligence };
     _StatDifficulties       = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #5
0
 private Ranger()
 {
     _ClassName       = "Ranger";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Archery,
         SkillName.Tracking,
         SkillName.AnimalLore,
         SkillName.Fishing,
         SkillName.Cooking,
         SkillName.AnimalTaming,
         SkillName.Veterinary,
         SkillName.Camping
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Intelligence };
     _StatDifficulties       = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #6
0
 private Mage()
 {
     _ClassName = "Mage";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Magery,
         SkillName.Meditation,
         SkillName.MagicResist,
         SkillName.Alchemy,
         SkillName.EvalInt,
         SkillName.SpiritSpeak,
         SkillName.Inscribe,
         SkillName.ItemID
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Intelligence };
     _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #7
0
 private Warrior()
 {
     _ClassName       = "Warrior";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Healing,
         SkillName.Fencing,
         SkillName.Swords,
         SkillName.Macing,
         SkillName.Parry,
         SkillName.Tactics,
         SkillName.Anatomy,
         SkillName.Wrestling
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Strength };
     _StatDifficulties       = new Stat[] { Stat.Intelligence };
 }
Beispiel #8
0
 private Ranger()
 {
     _ClassName = "Ranger";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Archery,
         SkillName.Tracking,
         SkillName.AnimalLore,
         SkillName.Fishing,
         SkillName.Cooking,
         SkillName.AnimalTaming,
         SkillName.Veterinary,
         SkillName.Camping
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Intelligence };
     _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #9
0
 private Thief()
 {
     _ClassName = "Thief";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Stealing,
         SkillName.Hiding,
         SkillName.Lockpicking,
         SkillName.Stealth,
         SkillName.RemoveTrap,
         SkillName.DetectHidden,
         SkillName.Poisoning,
         SkillName.Snooping
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Dexterity };
     _StatDifficulties = new Stat[] { Stat.Strength };
 }
Beispiel #10
0
 private Crafter()
 {
     _ClassName = "Crafter";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Blacksmith,
         SkillName.ArmsLore,
         SkillName.Mining,
         SkillName.Lumberjacking,
         SkillName.Tailoring,
         SkillName.Tinkering,
         SkillName.Fletching,
         SkillName.Carpentry
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Strength };
     _StatDifficulties = new Stat[] { };
 }
Beispiel #11
0
 private Mage()
 {
     _ClassName       = "Mage";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Magery,
         SkillName.Meditation,
         SkillName.MagicResist,
         SkillName.Alchemy,
         SkillName.EvalInt,
         SkillName.SpiritSpeak,
         SkillName.Inscribe,
         SkillName.ItemID
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Intelligence };
     _StatDifficulties       = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #12
0
 private Warrior()
 {
     _ClassName = "Warrior";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Healing,
         SkillName.Fencing,
         SkillName.Swords,
         SkillName.Macing,
         SkillName.Parry,
         SkillName.Tactics,
         SkillName.Anatomy,
         SkillName.Wrestling
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Strength };
     _StatDifficulties = new Stat[] { Stat.Intelligence };
 }
Beispiel #13
0
 private Crafter()
 {
     _ClassName       = "Crafter";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Blacksmith,
         SkillName.ArmsLore,
         SkillName.Mining,
         SkillName.Lumberjacking,
         SkillName.Tailoring,
         SkillName.Tinkering,
         SkillName.Fletching,
         SkillName.Carpentry
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] { Stat.Strength };
     _StatDifficulties       = new Stat[] { };
 }
Beispiel #14
0
 private Bard()
 {
     _ClassName = "Bard";
     _RestrictedItems = new List<Type>();
     _ClassSkills = new SkillName[]
     {
         SkillName.Provocation,
         SkillName.Musicianship,
         SkillName.Peacemaking,
         SkillName.Begging,
         SkillName.Cartography,
         SkillName.Discordance,
         SkillName.TasteID,
         SkillName.Herding
     };
     _MaxSpellCircle = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities = new Stat[] { Stat.Intelligence };
     _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity };
 }
Beispiel #15
0
 private PowerPlayer()
 {
     _ClassName       = "PowerPlayer";
     _RestrictedItems = new List <Type>();
     _ClassSkills     = new SkillName[]
     {
         SkillName.Alchemy,
         SkillName.Anatomy,
         SkillName.AnimalLore,
         SkillName.ItemID,
         SkillName.ArmsLore,
         SkillName.Parry,
         SkillName.Begging,
         SkillName.Blacksmith,
         SkillName.Fletching,
         SkillName.Peacemaking,
         SkillName.Camping,
         SkillName.Carpentry,
         SkillName.Cartography,
         SkillName.Cooking,
         SkillName.DetectHidden,
         SkillName.Discordance,
         SkillName.EvalInt,
         SkillName.Healing,
         SkillName.Fishing,
         SkillName.Forensics,
         SkillName.Herding,
         SkillName.Hiding,
         SkillName.Provocation,
         SkillName.Inscribe,
         SkillName.Lockpicking,
         SkillName.Magery,
         SkillName.MagicResist,
         SkillName.Tactics,
         SkillName.Snooping,
         SkillName.Musicianship,
         SkillName.Poisoning,
         SkillName.Archery,
         SkillName.SpiritSpeak,
         SkillName.Stealing,
         SkillName.Tailoring,
         SkillName.AnimalTaming,
         SkillName.TasteID,
         SkillName.Tinkering,
         SkillName.Tracking,
         SkillName.Veterinary,
         SkillName.Swords,
         SkillName.Macing,
         SkillName.Fencing,
         SkillName.Wrestling,
         SkillName.Lumberjacking,
         SkillName.Mining,
         SkillName.Meditation,
         SkillName.Stealth,
         SkillName.RemoveTrap
     };
     _MaxSpellCircle         = SpellCircle.Eighth;
     _RestrictedEnchantments = new IMagicalProperty[] { };
     _StatAffinities         = new Stat[] {  };
     _StatDifficulties       = new Stat[] {  };
 }