public Item( string itemName = "Default", ItemType itemType = ItemType.None, StatSystem itemStats = null, DamageType damageType = DamageType.None, AmmoType itemShoots = AmmoType.None, ItemQuality itemQuality = ItemQuality.None, double value = 0.0, int x = 0, int y = 0, int quantity = 1) { if (itemStats != null) { Stats = itemStats; } else { Stats = new StatSystem(); } Name = itemName; type = itemType; ammo = itemShoots; Count = quantity; Quality = itemQuality; damage = damageType; Value = value; MapX = x; MapY = y; }
public HeroClass(string name, StatSystem initStats, StatSystem lvlStats) { levelRequirements = new int[10]; count = 0; powers = new Power[10]; Name = name; startingStats = new StatSystem(); levelupStats = new StatSystem(); }
public StatSystem Subtract(StatSystem otherSystem) { StatSystem newSystem = new StatSystem(); for (int i = 0; i < 9; ++i) { newSystem[(StatType)i].BaseValue = stats[i].BaseValue - otherSystem.stats[i].BaseValue; newSystem[(StatType)i].Modifier = stats[i].Modifier - otherSystem.stats[i].Modifier; } return(newSystem); }
public Power(string name, TargetPattern aoePattern, double cd = 0.0, bool passive = true, StatSystem statEffect = null, StatSystem statCost = null, double dur = 0.0, double firingRange = 0.0) { Name = name; Pattern = aoePattern; duration = dur; cooldown = cd; effect = statEffect; cost = statCost; duration = dur; range = firingRange; }
public Power( string name, TargetPattern aoePattern, double cd = 0.0, bool passive = true, StatSystem statEffect = null, StatSystem statCost = null, double dur = 0.0, double firingRange = 0.0) { Name = name; Pattern = aoePattern; duration = dur; cooldown = cd; effect = statEffect; cost = statCost; duration = dur; range = firingRange; }
public Hero(string hname, int htype) { mapX = 1; mapY = 1; type = htype; mQueue = new List<Point>(); delay = 0; name = hname; stats = new StatSystem(); stats.SetBaseStat(StatType.Health, 23); stats.SetBaseStat(StatType.Vitality, 13); stats.SetBaseStat(StatType.Sanity, 8); stats.DrainStat(StatType.Health, 9); if ((HeroClasses)type == HeroClasses.Warrior) { chosenClass = new HeroClass("Warrior", new StatSystem( strength: 10, toughness: 5, health: 30, intellect: 3, perception: 5, sanity: 15, faith: 3, wisdom: 2, vitality: 20), new StatSystem( strength: 3, toughness: 2, health: 30, intellect: 3, perception: 5, sanity: 15, faith: 3, wisdom: 2, vitality: 20)); chosenClass.AddPower(new Power( name: "Rage", aoePattern: new TargetPattern(), cd: 30, passive: true, statEffect: new StatSystem( strength: 10, toughness: 10, health: 10, intellect: -3, perception: -1, sanity: 0, faith: 0, wisdom: -2, vitality: 0), statCost: new StatSystem( strength: 0, toughness: 0, health: 0, intellect: 0, perception: 0, sanity: 5, faith: 0, wisdom: 0, vitality: 5), dur: 5, firingRange: 0), levelReq: 0); } }
public Hero(string hname, int htype) { mapX = 1; mapY = 1; type = htype; mQueue = new List <Point>(); delay = 0; name = hname; stats = new StatSystem(); stats.SetBaseStat(StatType.Health, 23); stats.SetBaseStat(StatType.Vitality, 13); stats.SetBaseStat(StatType.Sanity, 8); stats.DrainStat(StatType.Health, 9); if ((HeroClasses)type == HeroClasses.Warrior) { chosenClass = new HeroClass("Warrior", new StatSystem( strength: 10, toughness: 5, health: 30, intellect: 3, perception: 5, sanity: 15, faith: 3, wisdom: 2, vitality: 20), new StatSystem( strength: 3, toughness: 2, health: 30, intellect: 3, perception: 5, sanity: 15, faith: 3, wisdom: 2, vitality: 20)); chosenClass.AddPower(new Power( name: "Rage", aoePattern: new TargetPattern(), cd: 30, passive: true, statEffect: new StatSystem( strength: 10, toughness: 10, health: 10, intellect: -3, perception: -1, sanity: 0, faith: 0, wisdom: -2, vitality: 0), statCost: new StatSystem( strength: 0, toughness: 0, health: 0, intellect: 0, perception: 0, sanity: 5, faith: 0, wisdom: 0, vitality: 5), dur: 5, firingRange: 0), levelReq: 0); } }
public StatSystem Subtract(StatSystem otherSystem) { StatSystem newSystem = new StatSystem(); for (int i = 0; i < 9; ++i) { newSystem[(StatType)i].BaseValue = stats[i].BaseValue - otherSystem.stats[i].BaseValue; newSystem[(StatType)i].Modifier = stats[i].Modifier - otherSystem.stats[i].Modifier; } return newSystem; }