Exemple #1
0
        public Attribute(ATTRIBUTES type, uint value)
        {
            Type  = type;
            Value = value;
            switch (type)
            {
            case ATTRIBUTES.IQ:
                Description      = "Intelligence Quotient (I.Q.): Indicates the intelligence of the character. The exact I.Q. is equal to the I.Q. attribute multiplied times ten. ";
                Description     += "Characters with an I.Q.of 17 or better will receive a one time bonus added to all the character's skill percentages.";
                BonusDescription = "I.Q. add to all skills. One time bonus.";
                DisplayTxt       = "I.Q.";
                break;

            case ATTRIBUTES.ME:
                Description      = "Mental Endurance (M.E.): Measures the amount of mental and emotional stress the character can withstand.";
                BonusDescription = "M.E. save vs. psychic attack/insanity";
                DisplayTxt       = "M.E.";
                break;

            case ATTRIBUTES.MA:
                Description      = "Mental Affinity (M.A.): Shows the character's personal charm and charisma. Natural leaders, with an M.A. of 17 or higher, have a bonus to invoke trust or intimidation in others.";
                BonusDescription = "M.A. trust/intimidate";
                DisplayTxt       = "M.A.";
                break;

            case ATTRIBUTES.PS:
                Description      = "Physical Strength (P.S.): This is the raw physical power of the character.";
                BonusDescription = "P. S. Hand to Hand Combat: Damage";
                DisplayTxt       = "P.S.";
                break;

            case ATTRIBUTES.PP:
                Description      = "Physical Prowess (P.P.): Shows the degree of dexterity and agility of the character. A P.P.of 17 or higher is rewarded with bonuses to dodge, parry and strike.";
                BonusDescription = "P.P. parry , dodge and strike bonus";
                DisplayTxt       = "P.P.";
                break;

            case ATTRIBUTES.PE:
                Description      = "Physical Endurance (P.E.): Demonstrates the character's stamina and durability. ";
                Description     += "The amount of physical punishment, and resistance to fatigue and disease, are determined by P.E. A character can carry the maximum weight load for the P.E. times 4 minutes. ";
                Description     += "Carrying the maximum weight while running or fighting can only be done for the P.E. times 2 minutes. ";
                Description     += "If a character lifts the maximum weight, then it can only be held for as many melee rounds (15 seconds each) as the character has points of P.E. ";
                Description     += "A character can run at maximum speed for one minute for each point of P.E. Characters with a P.E. of 17 or better receive bonuses to save vs.coma, death, toxins, and magic.";
                BonusDescription = "P.E. save vs. coma/death | save vs. poison & Magic";
                DisplayTxt       = "P.E.";
                break;

            case ATTRIBUTES.PB:
                Description      = "Physical Beauty (P.B.): Is an indication of the physical attractiveness of the character. A P.B. of 17 or better will be rewarded with a bonus to charm or impress.";
                BonusDescription = "P.B. charm/impress";
                DisplayTxt       = "P.B.";
                break;

            case ATTRIBUTES.Spd:
                Description      = "Speed (Spd): Specifically, this is the character's maximum running speed. The Spd. times 20 is the number of yards or meters that the character can run in one minute.";
                BonusDescription = "Spd: No special bonuses other than the raw, natural ability to run.";
                DisplayTxt       = "Spd";
                break;
            }
        }
Exemple #2
0
        /// <summary>
        /// Retrieves a FORMPOST from the database (by id) and binds the
        /// results to the given EL model (if permitted to access)
        /// </summary>
        /// <param name="model"></param>
        /// <param name="attr"></param>
        /// <param name="id"></param>
        private void attachFormPost(EL model, ATTRIBUTES attr, int id)
        {
            if (id > 0)
            {
                FormPost data = (FormPost)db.dbSets["FormPost"].Find(id);
                if (data.authorId == User.Identity.Name || data.isPublic == 1)
                {
                    XmlDocument xml = new XmlDocument();
                    xml.LoadXml(data.xmlResults);

                    XmlNodeList node = xml.SelectNodes("/root/*");
                    foreach (XmlNode xn in node)
                    {
                        attr.Add(xn.Name, xn.InnerText);
                    }
                }
            }
        }
 public void setItemValue(string key, ATTRIBUTES attrib, string value)
 {
     
     if (h_items.ContainsKey(key) && h_items[key] != null)
     {
         string[] values = (string[])h_items[key];
         values[(int)attrib] = value;
         h_items[key] = values;
     }
     else
     {
         string[] values = new string[COUNT_ATTRIBS];
         values[(int)attrib] = value;
         h_items.Add(key, values);
     }
 }
 public string getItemValue(string key, ATTRIBUTES attrib)
 {
     string[] values = (string[])h_items[key];
     return (string)values[(int)attrib];
 }
Exemple #5
0
        //Helper method to add any new modifiers to the list
        protected void CheckAttributes(ATTRIBUTES o)
        {
            //Determine what buffs need to be added
            switch (o)
            {
            case ATTRIBUTES.BEAST:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[11] = CHARACTER_MODIFIER.BEAST_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[11] = CHARACTER_MODIFIER.BEAST_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[11] = CHARACTER_MODIFIER.BEAST_1;
                }
                else
                {
                    current_Mods[11] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.ELDRITCH:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[12] = CHARACTER_MODIFIER.ELDRITCH_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[12] = CHARACTER_MODIFIER.ELDRITCH_1;
                }
                else
                {
                    current_Mods[12] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.FELWALKER:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[13] = CHARACTER_MODIFIER.FELWALKER_2;
                }
                else if (p_Attributes[o] >= 3)
                {
                    current_Mods[13] = CHARACTER_MODIFIER.FELWALKER_1;
                }
                else
                {
                    current_Mods[13] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.HUMAN:
                if (p_Attributes[o] >= 4)
                {
                    player_Mod = PLAYER_MODIFIER.HUMAN_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    player_Mod = PLAYER_MODIFIER.HUMAN_1;
                }
                else
                {
                    player_Mod = PLAYER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.INSECTOID:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[14] = CHARACTER_MODIFIER.INSECTOID;
                }
                else
                {
                    current_Mods[14] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.NAUTICAL:
                if (p_Attributes[o] >= 3)
                {
                    current_Mods[15] = CHARACTER_MODIFIER.NAUTICAL;
                }
                else
                {
                    current_Mods[15] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.VAMPIRE:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[16] = CHARACTER_MODIFIER.VAMPIRE_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[16] = CHARACTER_MODIFIER.VAMPIRE_1;
                }
                else
                {
                    current_Mods[16] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.WIGHT:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[17] = CHARACTER_MODIFIER.WIGHT_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[17] = CHARACTER_MODIFIER.WIGHT_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[17] = CHARACTER_MODIFIER.WIGHT_1;
                }
                else
                {
                    current_Mods[17] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.WOODLAND:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[18] = CHARACTER_MODIFIER.WOODLAND_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[18] = CHARACTER_MODIFIER.WOODLAND_1;
                }
                else
                {
                    current_Mods[18] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.WYRM:
                if (p_Attributes[o] >= 2)
                {
                    current_Mods[19] = CHARACTER_MODIFIER.WYRM;
                }
                else
                {
                    current_Mods[19] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.BLIGHTCRAFTER:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[0] = CHARACTER_MODIFIER.BLIGHT_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[0] = CHARACTER_MODIFIER.BLIGHT_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[0] = CHARACTER_MODIFIER.BLIGHT_1;
                }
                else
                {
                    current_Mods[0] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.BOUNTYHUNTER:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[1] = CHARACTER_MODIFIER.BOUNTY_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[1] = CHARACTER_MODIFIER.BOUNTY_1;
                }
                else
                {
                    current_Mods[1] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.BULWARK:
                if (p_Attributes[o] >= 3)
                {
                    current_Mods[2] = CHARACTER_MODIFIER.BULWARK;
                }
                else
                {
                    current_Mods[2] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.FANATIC:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[3] = CHARACTER_MODIFIER.FANATIC_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[3] = CHARACTER_MODIFIER.FANATIC_1;
                }
                else
                {
                    current_Mods[3] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.PHALANX:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[4] = CHARACTER_MODIFIER.PHALANX_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[4] = CHARACTER_MODIFIER.PHALANX_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[4] = CHARACTER_MODIFIER.PHALANX_1;
                }
                else
                {
                    current_Mods[4] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.SHADOWHAND:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[5] = CHARACTER_MODIFIER.SHADOWHAND_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[5] = CHARACTER_MODIFIER.SHADOWHAND_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[5] = CHARACTER_MODIFIER.SHADOWHAND_1;
                }
                else
                {
                    current_Mods[5] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.SILENCER:
                if (p_Attributes[o] >= 1)
                {
                    current_Mods[6] = CHARACTER_MODIFIER.SILENCER;
                }
                else
                {
                    current_Mods[6] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.SWARMLORD:
                if (p_Attributes[o] >= 6)
                {
                    current_Mods[7] = CHARACTER_MODIFIER.SWARMLORD_3;
                }
                else if (p_Attributes[o] >= 4)
                {
                    current_Mods[7] = CHARACTER_MODIFIER.SWARMLORD_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[7] = CHARACTER_MODIFIER.SWARMLORD_1;
                }
                else
                {
                    current_Mods[7] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.WARLOCK:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[8] = CHARACTER_MODIFIER.WARLOCK_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[8] = CHARACTER_MODIFIER.WARLOCK_1;
                }
                else
                {
                    current_Mods[8] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.WITCHDOCTOR:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[9] = CHARACTER_MODIFIER.WITCHDOCTOR_2;
                }
                else if (p_Attributes[o] >= 2)
                {
                    current_Mods[9] = CHARACTER_MODIFIER.WITCHDOCTOR_1;
                }
                else
                {
                    current_Mods[9] = CHARACTER_MODIFIER.NULL;
                }
                break;

            case ATTRIBUTES.ZEALOT:
                if (p_Attributes[o] >= 4)
                {
                    current_Mods[10] = CHARACTER_MODIFIER.ZEALOT;
                }
                else
                {
                    current_Mods[10] = CHARACTER_MODIFIER.NULL;
                }
                break;
            }
        }
Exemple #6
0
 /// <summary>
 /// Construct a generic MODEL
 /// </summary>
 /// <param name="attributes"></param>
 public MODEL(ATTRIBUTES attributes = null, ATTRIBUTES data = null, ATTRIBUTES meta = null)
 {
     this.attributes = attributes == null ? new ATTRIBUTES() : attributes;
     this.data       = data == null ? new ATTRIBUTES() : data;
     this.meta       = meta == null ? new ATTRIBUTES() : meta;
 }
Exemple #7
0
 public static string AttributeNameToString(ATTRIBUTES zAttribute)
 {
     switch (zAttribute)
     {
         case ATTRIBUTES.VIGOR: return "VIGOR";
         case ATTRIBUTES.DESTREZA: return "DESTREZA";
         case ATTRIBUTES.INTELIGENCIA: return "INTELIGENCIA";
         case ATTRIBUTES.PRESENCIA: return "PRESENCIA";
     }
     return "???";
 }