public override bool Parse(Hashtable info) { if (!base.Parse(info)) { return(false); } Attributes = CombatUtil.ParseCombatantAttributes(info, null); return(true); }
public override bool Parse(Hashtable info) { if (!base.Parse(info)) { return(false); } Data = CombatUtil.ParseCombatantData(info["data"] as Hashtable, null); Attributes = CombatUtil.ParseCombatantAttributes(info["status"] as Hashtable, null); return(true); }
public static CombatantAttributes ParseCombatantAttributes(IDictionary info, CombatantAttributes fill) { if (fill == null) { fill = new CombatantAttributes(); } var enumerator = sAttrTypeDic.GetEnumerator(); while (enumerator.MoveNext()) { var pair = enumerator.Current; if (!info.Contains(pair.Key)) { continue; } CombatantAttributes.eAttribute attr = pair.Value; switch (attr) { case CombatantAttributes.eAttribute.CanNormalAttack: case CombatantAttributes.eAttribute.CanRevive: case CombatantAttributes.eAttribute.CanUseComboSkill: case CombatantAttributes.eAttribute.CanUseManualSkill: case CombatantAttributes.eAttribute.Slow: case CombatantAttributes.eAttribute.FreezeHitReaction: fill.SetBoolAttr(attr, bool.Parse(info[pair.Key].ToString())); break; default: fill.SetIntAttr(attr, int.Parse(info[pair.Key].ToString())); break; } } return(fill); }
public CommUpdateCombatant(Combatant combatant, CombatantAttributes attribute, object attributeNewValue) { this.combatant = combatant; this.attribute = attribute; this.attributeNewValue = attributeNewValue; }
public void setAttribute(CombatantAttributes attribute, object value) { switch (attribute) { case CombatantAttributes.cName: CName = (string)value; break; case CombatantAttributes.pName: PName = (string)value; break; case CombatantAttributes.hp: HP = (float)value; break; case CombatantAttributes.initiative: Initiative = (float)value; break; case CombatantAttributes.aC: AC = (float)value; break; case CombatantAttributes.aB: AB = (float)value; break; case CombatantAttributes.maxHP: MaxHP = (float)value; break; case CombatantAttributes.initMod: InitMod = (float)value; break; case CombatantAttributes.fort: Fort = (float)value; break; case CombatantAttributes.refl: Refl = (float)value; break; case CombatantAttributes.will: Will = (float)value; break; case CombatantAttributes.listen: setSkillRank(eSkills.Listen, (int)value); break; case CombatantAttributes.sense: setSkillRank(eSkills.Sense_Motive, (int)value); break; case CombatantAttributes.spot: setSkillRank(eSkills.Spot, (int)value); break; case CombatantAttributes.isNPC: IsNPC = (bool)value; break; case CombatantAttributes.gold: Gold = (float)value; break; case CombatantAttributes.xp: XP = (float)value; break; default: break; } }
public object getAttribute(CombatantAttributes attribute) { switch (attribute) { case CombatantAttributes.cName: return CName; case CombatantAttributes.pName: return PName; case CombatantAttributes.hp: return HP; case CombatantAttributes.initiative: return Initiative; case CombatantAttributes.aC: return AC; case CombatantAttributes.aB: return AB; case CombatantAttributes.maxHP: return MaxHP; case CombatantAttributes.initMod: return InitMod; case CombatantAttributes.fort: return Fort; case CombatantAttributes.refl: return Refl; case CombatantAttributes.will: return Will; case CombatantAttributes.listen: return getSkillRank(eSkills.Listen); case CombatantAttributes.sense: return getSkillRank(eSkills.Sense_Motive); case CombatantAttributes.spot: return getSkillRank(eSkills.Spot); case CombatantAttributes.isNPC: return IsNPC; case CombatantAttributes.gold: return Gold; case CombatantAttributes.xp: return XP; default: return null; } }