/// <summary>
 /// the cons
 /// </summary>
 /// <param name="mage">act char</param>
 /// <param name="time">disp timer</param>
 public Skill_window(DarkMage mage, DispatcherTimer time)
 {
     InitializeComponent();
     Aktchar          = mage;
     timer            = time;
     this.DataContext = Aktchar;
     if (Aktchar.IonShieldSkillPoint == 16)
     {
         gr.Children.Remove(button2);
     }
 }
Example #2
0
 /// <summary>
 /// lightin constructor
 /// </summary>
 /// <param name="damage">the damage of skill</param>
 /// <param name="x">the x cordinate</param>
 /// <param name="y">the y cordinate</param>
 /// <param name="map">the map of skill</param>
 /// <param name="dirX">direction x</param>
 /// <param name="dirY">direction y</param>
 /// <param name="dark">the darkmage</param>
 public Lighting(int damage, double x, double y, Maps map, double dirX, double dirY, DarkMage dark) : base(damage, 15, map)
 {
     Geometry         = new EllipseGeometry(new Point(x, y), 25, 25);
     Image            = new ImageBrush(new BitmapImage(new Uri(@"images\Lighting.PNG", UriKind.Relative)));
     Actpoint         = new Point(x, y);
     DirX             = dirX;
     DirY             = dirY;
     Inradiusmonsters = new List <Monsters>();
     Removeable       = false;
     this.Map.Skill.Add(this);
     maxchain  = 3 + dark.LightingSkillPoint;
     rand      = new Random();
     this.Dark = dark;
     Prev      = new Monsters(0, 0, 0, 0, 0, "nothing", 0, 0, null, null, 0);
 }