public EnemyBase(EnemyType enemyType, string name, PuppetElement element, int maxHp, int attack, int defense, int speed, int level, int mana) { EnemyType = enemyType; Name = name; Element = element; MaxHp = maxHp; Attack = attack; Defense = defense; Speed = speed; Level = level; Mana = mana; }
public Enemy(EnemyType enemyType, string name, PuppetElement element, PuppetState state, int maxHP, int currentHP, int attack, int defense, int speed, int level, int mana) { EnemyType = enemyType; Name = name; Element = element; State = state; MaxHP = maxHP; CurrentHP = currentHP; Attack = attack; Defense = defense; Speed = speed; Level = level; Mana = mana; }
public static PuppetElement Trump(this PuppetElement element) { switch (element) { case PuppetElement.Light: return(PuppetElement.Earth); case PuppetElement.Dark: return(PuppetElement.Light); case PuppetElement.Earth: return(PuppetElement.Dark); default: return(PuppetElement.None); } }
public Puppet(string name, PuppetElement element, int lightPts, int darkPts, int earthPts, PuppetState state, int maxHP, int currentHP, int attack, int defense, int speed, int level, int remainingEvolutions, int mana) { Name = name; Element = element; LightPts = lightPts; DarkPts = darkPts; EarthPts = earthPts; State = state; MaxHP = maxHP; CurrentHP = currentHP; Attack = attack; Defense = defense; Speed = speed; Level = level; RemainingEvolutions = remainingEvolutions; Mana = mana; CalcValue(); }