Ejemplo n.º 1
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 public MeleeWeapon()
 {
     _damageType = weapon.DamageType.SLASHING;
     _damageRoll = new DamageRoll(1, 6);
     bonusDmg    = 0;
     Name        = "Simple sword";
     Desc        = "A sword of unremarkable make and design, forged from bronze.";
 }
Ejemplo n.º 2
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 public MeleeWeapon(DamageType damageType, DamageRoll damageRoll, string name, string desc, int modifier, int attacksPerTurn)
 {
     _damageType    = damageType;
     _damageRoll    = damageRoll;
     this.Name      = name;
     this.Desc      = desc;
     bonusDmg       = modifier;
     AttacksPerTurn = attacksPerTurn;
 }
Ejemplo n.º 3
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        public MeleeWeapon(EnMeleeWeapons weaponType)
        {
            switch (weaponType)
            {
            case EnMeleeWeapons.AXE: {
                AttacksPerTurn = 1;
                _damageType    = weapon.DamageType.SLASHING;
                _damageRoll    = new DamageRoll(1, 8);
                Name           = "Axe";
                Desc           =
                    "A short-handled axe wrought from dirty iron with a cutting smile the breadth of a man's spread hand. Suitable for splitting skulls.";
                break;
            }

            case EnMeleeWeapons.SWORD: {
                AttacksPerTurn = 2;
                _damageType    = weapon.DamageType.SLASHING;
                _damageRoll    = new DamageRoll(1, 6);
                Name           = "Sword";
                Desc           =
                    "A sword forged of iron, twice the length of a man's forearm. Ideal for cutting threads.";
                break;
            }

            case EnMeleeWeapons.DAGGER: {
                AttacksPerTurn = 3;
                _damageType    = weapon.DamageType.PIERCING;
                _damageRoll    = new DamageRoll(1, 4);
                Name           = "Dagger";
                Desc           =
                    "A dagger exuding trouble.";
                break;
            }

            case EnMeleeWeapons.SPEAR: {
                AttacksPerTurn = 1;
                _damageType    = weapon.DamageType.PIERCING;
                _damageRoll    = new DamageRoll(1, 6);
                Name           = "Spear";
                Desc           =
                    "A short spear two-thirds the length of a man, capped with a jagged, bronze spearhead.";
                break;
            }

            case EnMeleeWeapons.MACE: {
                AttacksPerTurn = 1;
                _damageType    = weapon.DamageType.BLUNT;
                _damageRoll    = new DamageRoll(1, 6);
                Name           = "Mace";
                Desc           =
                    "An ugly, forged lump of iron decorated with brutal spikes of iron affixed atop a simple shaft of oak.";
                break;
            }

            case EnMeleeWeapons.GREATSWORD: {
                AttacksPerTurn = 1;
                _damageType    = weapon.DamageType.SLASHING;
                _damageRoll    = new DamageRoll(2, 6);
                Name           = "Greatsword";
                Desc           =
                    "A finely wrought greatsword, forged from iron and tempered by blood split on untold battlefields.";
                break;
            }

            case EnMeleeWeapons.CLUB: {
                AttacksPerTurn = 1;
                _damageType    = weapon.DamageType.BLUNT;
                _damageRoll    = new DamageRoll(1, 4);
                Name           = "Club";
                Desc           = "A crude club fashioned from wood.";
                break;
            }
            }
            bonusDmg = 0;
        }