public Weapon(Item item, WeaponProficiencyGroupType type, WeaponProficiencyType proficiency, WeaponCategoryType category, Damage damage) : base(item) { this.ProficiencyGroup = type; this.Proficiency = proficiency; this.Category = category; this.Damage = damage; }
public Weapon(string name, WeaponBaseType weaponBaseType, WeaponSubType weaponSubType, WeaponProficiencyType weaponProficiencyType, WeaponEffortType weaponEffortType, int[] mediumDamageRoll, WeaponAttackType weaponAttackType, int criticalMinRoll, int criticalMultiplier, WeaponDamageType[] weaponDamageTypes, int range, SizeType sizeType, double cost, double weight, string description) : base(name, cost, weight, description, slotType: SlotType.Weapon) { WeaponBaseType = weaponBaseType; WeaponSubType = weaponSubType; WeaponProficiencyType = weaponProficiencyType; WeaponEffortType = weaponEffortType; MediumDamageRoll = mediumDamageRoll; WeaponAttackType = weaponAttackType; CriticalMinRoll = criticalMinRoll; CriticalMultiplier = criticalMultiplier; WeaponDamageTypes = weaponDamageTypes; Range = range; SetSize(sizeType); // standard attack CombatActions.Add(CombatAction.CreateWeaponAttack(null, this, false)); // full attack CombatActions.Add(CombatAction.CreateWeaponAttack(null, this, true)); }