/// <summary> /// Sets the player's battle settings. /// </summary> /// <param name="fightMode">The fight mode to use.</param> /// <param name="fightStance">The fight stance to use.</param> /// <param name="safeMode">Whether to use safe mode or not.</param> public void FightSettings(Enums.FightMode fightMode, Enums.FightStance fightStance, Enums.SafeMode safeMode) { this.FunctionFightModes.Call((byte)fightMode, (byte)fightStance, (byte)safeMode); if (this.FightSettingsChanged != null) { this.FightSettingsChanged(fightMode, fightStance, safeMode); } }
/// <summary> /// Constructor for this class. /// </summary> /// <param name="target">The target that will use these settings.</param> /// <param name="count">Minimum count for creatures.</param> /// <param name="rune">The rune to use.</param> /// <param name="spell">Name of the spell to use.</param> /// <param name="fightMode">The fight mode to use.</param> /// <param name="fightStance">The fight stance to use.</param> /// <param name="range">Maxmimum range for this target.</param> /// <param name="distanceRange">Minimum range to keep distance at.</param> /// <param name="dangerLevel">Represents how dangerous this target is.</param> /// <param name="mustBeReachable">Will only choose this setting if the target is reachable.</param> /// <param name="mustBeShootable">Will only choose this setting if the target is shootable.</param> /// <param name="useThisSetting">Whether to use this setting or not.</param> public Setting(Target target, byte count = 0, Runes rune = Runes.None, string spell = "", Enums.FightMode fightMode = Enums.FightMode.Offensive, Enums.FightStance fightStance = Enums.FightStance.Follow, byte range = 5, byte distanceRange = 3, byte dangerLevel = 0, bool mustBeReachable = true, bool mustBeShootable = false, bool useThisSetting = true) { this.Target = target; this.Count = count; this.Rune = rune; this.Spell = spell; this.FightMode = fightMode; this.FightStance = fightStance; this.Range = range; this.DistanceRange = distanceRange; this.DangerLevel = dangerLevel; this.MustBeReachable = mustBeReachable; this.MustBeShootable = mustBeShootable; this.UseThisSetting = useThisSetting; }
/// <summary> /// Constructor for this class. /// </summary> /// <param name="target">The target that will use these settings.</param> /// <param name="count">Minimum count for creatures.</param> /// <param name="rune">Name of the rune to use.</param> /// <param name="spell">Name of the spell to use.</param> /// <param name="fightMode">The fight mode to use.</param> /// <param name="fightStance">The fight stance to use.</param> /// <param name="range">Maxmimum range for this target.</param> /// <param name="distanceRange">Minimum range to keep distance at.</param> /// <param name="dangerLevel">Represents how dangerous this target is.</param> /// <param name="mustBeReachable">Will only choose this setting if the target is reachable.</param> /// <param name="mustBeShootable">Will only choose this setting if the target is shootable.</param> /// <param name="useThisSetting">Whether to use this setting or not.</param> public Setting(Target target, byte count, string rune = "", string spell = "", Enums.FightMode fightMode = Enums.FightMode.Offensive, Enums.FightStance fightStance = Enums.FightStance.Follow, byte range = 5, byte distanceRange = 3, byte dangerLevel = 0, bool mustBeReachable = true, bool mustBeShootable = false, bool useThisSetting = true) { Runes r = Runes.None; switch (rune.ToLower()) { case "none": default: r = Runes.None; break; case "sd": case "sudden death": r = Runes.SuddenDeath; break; case "explosion": case "explo": r = Runes.Explosion; break; case "hmm": case "heavy magic missile": r = Runes.HeavyMagicMissile; break; } this.Target = target; this.Count = count; this.Rune = r; this.Spell = spell; this.FightMode = fightMode; this.FightStance = fightStance; this.Range = range; this.DistanceRange = distanceRange; this.DangerLevel = dangerLevel; this.MustBeReachable = mustBeReachable; this.MustBeShootable = mustBeShootable; this.UseThisSetting = useThisSetting; }