Beispiel #1
0
        public Weapon()
        {
            itemType = ItemType.Weapon.ToString();

            name           = "Unarmed Strike";
            weaponType     = WeaponTypes.None;
            weaponCategory = WeaponCategories.None;
            damageDice     = new List <int>()
            {
                1
            };
            damageDiceNumber = new List <int>()
            {
                1
            };
            damageTypes = new List <string>()
            {
                DamageTypes.Bludgeoning.ToString()
            };
            abilityStat      = Stats.Strength;
            minRange         = 5;
            maxRange         = 5;
            weaponProperties = new List <WeaponProperty>()
            {
                WeaponProperty.Light
            };
            acBonus = 0;
        }
 public ItemBuilder()
 {
     InitializeComponent();
     WeaponCategory = WeaponCategories.None;
 }
 protected virtual void OnWeaponCategoryChanged(WeaponCategories oldValue, WeaponCategories newValue)
 {
     // TODO: Add your property changed side-effects. Descendants can override as well.
 }
 protected virtual WeaponCategories OnCoerceWeaponCategory(WeaponCategories value)
 {
     // TODO: Keep the proposed value within the desired range.
     return(value);
 }