public Barbarian() : base() { Skills = new List <string>(); Rages = calculateRages(); UnarmoredDefense = true; RecklessAttack = Level >= 2 ? true : false; DangerSense = Level >= 2 ? true : false; PrimalPath = Level >= 3 ? true : false; primalPath = Level >= 3 ? getPrimalPath(Dice.rollD2()) : new SubClasses.EmptyBarbarian(); ExtraAttack = Level >= 5 ? true : false; FastMovement = Level >= 5 ? true : false; FeralInstinct = Level >= 7 ? true : false; BrutalCritical = Level >= 9 ? true : false; RelentlessRage = Level >= 11 ? true : false; ImprovedBrutalCritcal = Level >= 13 ? true : false; PersistantRage = Level >= 15 ? true : false; MasterBrutalCritcal = Level >= 17 ? true : false; IndomitableMight = Level >= 18 ? true : false; PrimalChampion = Level == 20 ? true : false; getSkills(); if (primalPath.GetType() == typeof(SubClasses.PrimalPath)) { spells = new Spells.ClassSpells.BarbarianSpells(); } else { spells = new Spells.ClassSpells.NoSpells(); } Hp = calculateHealth(); inventory.Add(new Equipments.Weapon("Handaxe", (int)ItemTypes.Simple_Melee, 6, 5)); inventory.Add(new Equipments.Armour("Chain Mail", (int)ItemTypes.Medium_Armour, 13, 2)); StrSave = true; ConSave = true; }
public Hero() : base() { Random rand = new Random(); level = rand.Next() % 20 + 1; tempHp = 0; Proficiency = ((level - 1) / 4) + 2; spells = new Spells.ClassSpells.NoSpells(); ItemProficiencies = new List <int>(); inventory = new List <Equipment>(); inventory = new List <Equipment>(); }