Ejemplo n.º 1
0
 public Effect()
 {
     Description = new Description();
     Events = new CombatEvents();
     Properties = new PropertyNotificationObject();
     Properties.PropertyChanged += PropertyChanged;
     _runtime = Scripting.Instance.Runtime;
 }
Ejemplo n.º 2
0
 public Ability()
 {
     DescriptionArgs = new List<string>();
     ExperienceTable = new List<int>();
     Properties = new PropertyNotificationObject();
     Properties.PropertyChanged += PropertyChanged;
     _runtime = Scripting.Instance.Runtime;
 }
Ejemplo n.º 3
0
Archivo: Item.cs Proyecto: nate0001/AIR
        public Item()
        {
            _runtime = Scripting.Instance.Runtime;

            Description = new Description();
            Properties = new PropertyNotificationObject();
            Properties.PropertyChanged += PropertyChanged;
        }
Ejemplo n.º 4
0
Archivo: Stat.cs Proyecto: nate0001/AIR
        public Stat()
        {
            Properties = new PropertyNotificationObject();
            Properties.PropertyChanged += PropertyChanged;
            _values = new Dictionary<StatType, int>();

            foreach (int value in Enum.GetValues(typeof (StatType)))
                _values.Add((StatType) value, 0);
        }
Ejemplo n.º 5
0
 public Descriptor()
 {
     AbilityList = new Dictionary<int, int>();
     ExperienceTable = new List<int>();
     SkillList = new Dictionary<int, int>();
     TraitList = new Dictionary<int, int>();
     Properties = new PropertyNotificationObject();
     Properties.PropertyChanged += PropertyChanged;
 }
Ejemplo n.º 6
0
        public Actor(int id, string name)
        {
            Id = id;
            Name = name;

            Abilities = new Dictionary<int, Ability>();
            CurrentAbilities = new Dictionary<int, Ability>();

            Skills = new Dictionary<int, Skill>();
            CurrentSkills = new Dictionary<int, Skill>();

            Traits = new Dictionary<int, Trait>();
            CurrentTraits = new Dictionary<int, Trait>();

            Classes = new EventListCollection<Class>();
            Classes.ListAdded += ClassAdded;
            Classes.ListRemoved += ClassRemoved;

            Effects = new EventListCollection<Effect>();
            Effects.ListAdded += EffectAdded;
            Effects.ListRemoved += EffectRemoved;

            Modifiers = new EventListCollection<Modifier>();
            Modifiers.ListAdded += ModifierAdded;
            Modifiers.ListRemoved += ModifierRemoved;

            Equipment = new Equipment();
            Equipment.EquipmentList.DictionaryAdded += EquipmentAdded;
            Equipment.EquipmentList.DictionaryRemoved += EquipmentRemoved;

            _baseStats = new Stat();
            _baseStats.Properties.PropertyChanged += PropertyChanged;
            _effectiveStats = new Stat();
            _effectiveStats.Properties.PropertyChanged += PropertyChanged;

            _numPointWeights = new[] {25, 25, 25, 25};

            _events = new CombatEvents();

            _properties = new PropertyNotificationObject();
            _properties.PropertyChanged += PropertyChanged;

            _random = new Random();
        }
Ejemplo n.º 7
0
 public Skill()
 {
     DescriptionArgs = new List<string>();
     Learn = true;
     Properties = new PropertyNotificationObject();
 }