Example #1
0
        private void load_hero_build(HabProperties hpsHero)
        {
            // set level
            Current.unit.Level = hpsHero.GetIntValue("Level");

            // set stats
            Current.unit.set_naked_attr(PrimAttrType.Str, hpsHero.GetIntValue("Str"));
            Current.unit.set_naked_attr(PrimAttrType.Agi, hpsHero.GetIntValue("Agi"));
            Current.unit.set_naked_attr(PrimAttrType.Int, hpsHero.GetIntValue("Int"));

            // get aquisition order
            HabPropertiesCollection hpcAcquisition = hpsHero.GetHpcValue("acquisition");

            // items
            List <string> items = hpsHero.GetStringListValue("items");

            // abilities
            List <string> abilities = hpsHero.GetStringListValue("abilities");

            // process acquisition order

            // make sure triggers will not screw things up
            Current.unit.Inventory.DisableMessages();

            for (int i = 0; i < hpcAcquisition.Count; i++)
            {
                HabProperties hpsAcquired = hpcAcquisition[i + ""];

                string codeID = hpsAcquired.GetStringValue("codeID");

                if (items.Contains(codeID))
                {
                    Current.unit.Inventory.put_item(new item(codeID), hpsAcquired.GetIntValue("slot"));
                }
                else
                if (abilities.Contains(codeID))
                {
                    DBABILITY ability = Current.unit.heroAbilities.GetByAlias(codeID);

                    int level = hpsAcquired.GetIntValue("level");
                    for (int j = 1; j <= level; j++)
                    {
                        ability.Level = j;
                    }
                }
            }

            // restore original state
            Current.unit.Inventory.EnableMessages();

            UpdateHeroLeveling();
        }
Example #2
0
        private void load_hero_build(HabProperties hpsHero)
        {
            // set level
            Current.unit.Level = hpsHero.GetIntValue("Level");

            // set stats
            Current.unit.set_naked_attr(PrimAttrType.Str, hpsHero.GetIntValue("Str"));
            Current.unit.set_naked_attr(PrimAttrType.Agi, hpsHero.GetIntValue("Agi"));
            Current.unit.set_naked_attr(PrimAttrType.Int, hpsHero.GetIntValue("Int"));

            // get aquisition order
            HabPropertiesCollection hpcAcquisition = hpsHero.GetHpcValue("acquisition");

            // items
            List<string> items = hpsHero.GetStringListValue("items");

            // abilities
            List<string> abilities = hpsHero.GetStringListValue("abilities");

            // process acquisition order

            // make sure triggers will not screw things up
            Current.unit.Inventory.DisableMessages();

            for (int i = 0; i < hpcAcquisition.Count; i++)
            {
                HabProperties hpsAcquired = hpcAcquisition[i + ""];

                string codeID = hpsAcquired.GetStringValue("codeID");

                if (items.Contains(codeID))
                    Current.unit.Inventory.put_item(new item(codeID), hpsAcquired.GetIntValue("slot"));
                else
                    if (abilities.Contains(codeID))
                    {
                        DBABILITY ability = Current.unit.heroAbilities.GetByAlias(codeID);

                        int level = hpsAcquired.GetIntValue("level");
                        for (int j = 1; j <= level; j++)
                            ability.Level = j;
                    }
            }

            // restore original state
            Current.unit.Inventory.EnableMessages();

            UpdateHeroLeveling();
        }