public Power(Player player) { this.player = player; this.name = ""; this.powerType = PowerType.AtWill; this.actionType = PowerActionType.Standard; this.level = 1; this.description = ""; this.notes = ""; this.attackType = PowerAttackType.Weapon; this.attackWeapon = WeaponSlot.MainWeapon; this.attackAttribute = AttributeType.Strength; this.defenseType = DefenseType.AC; this.weaponDamageMultiplier = 1; this.damageType = ""; this.bonusDamageAttribute = null; this.attackModifiers = new BasicAdjustmentList(); this.damageModifiers = new BasicAdjustmentList(); player.PropertyChanged += new PropertyChangedEventHandler(player_PropertyChanged); playerWeapon = Weapon; if (playerWeapon != null) { playerWeapon.PropertyChanged += new PropertyChangedEventHandler(playerWeapon_PropertyChanged); } attackModifiers.CollectionChanged += new System.Collections.Specialized.NotifyCollectionChangedEventHandler(attackModifiers_CollectionChanged); attackModifiers.ContainedElementChanged += new PropertyChangedEventHandler(attackModifiers_ContainedElementChanged); damageModifiers.CollectionChanged += new System.Collections.Specialized.NotifyCollectionChangedEventHandler(damageModifiers_CollectionChanged); damageModifiers.ContainedElementChanged += new PropertyChangedEventHandler(damageModifiers_ContainedElementChanged); }
public static string GetPowerActionTypeName(PowerActionType actionType) { switch (actionType) { case PowerActionType.ImmediateInterrupt: return("Immediate Interrupt"); case PowerActionType.ImmediateReaction: return("Immediate Reaction"); default: return(Enum.Format(typeof(PowerActionType), actionType, "G")); } }