public Armour(string armourName, string armourType, int price, float weight, ArmourLocation location, int defenceValue, int defenceModifier, params string[] allowableClasses) : base(armourName, armourType, price, weight, allowableClasses) { ArmourLocation = location; DefenceValue = defenceValue; DefenceModifier = defenceModifier; }
public Armour(string aName, char aGlyph, Colour aColour, Location3i l, ArmourLocation aArmourLocation) : base(ItemType.Armour, aName, aGlyph, aColour, l) { ArmourLocation = aArmourLocation; Condition = 100; }
public Armour(ArmourLocation location) { this.id = ((int)location * -1) - 2; this.Equippable = false; this.weight = 0; this.value = 0; this.speed = 0; this.speedbonus = 0; this.strengthbonus = 0; this.hpbonus = 0; this.type = ItemType.Armour; protection = new Dictionary <DamageType, int>(); foreach (DamageType type in Enum.GetValues(typeof(DamageType))) { protection[type] = 0; } bonus = new Dictionary <Stat, int>(); foreach (Stat stat in Enum.GetValues(typeof(Stat))) { bonus[stat] = 0; } switch (location) { case ArmourLocation.Torso: this.name = "T-Shirt"; this.info = "This simple t-shirt provides no protection against enemy attacks."; this.location = ArmourLocation.Torso; break; case ArmourLocation.Legs: this.name = "Jeans"; this.info = "These plain, denim jeans don't prevent any damage, but at least they stop everyone from being able to see your junk."; this.location = ArmourLocation.Legs; break; case ArmourLocation.Head: this.name = "Head of Hair"; this.info = "Your luscious, flowing locks provide no armour."; this.location = ArmourLocation.Head; break; case ArmourLocation.Hands: this.name = "Bare Hands"; this.info = "Can be formed into 'rock', 'paper' and 'scissor' configurations."; this.location = ArmourLocation.Hands; break; case ArmourLocation.Feet: this.name = "Bare Feet"; this.info = "You don't even have any socks. You will take double damage from any lego-based attacks."; this.location = ArmourLocation.Feet; break; default: break; } }
public Armour(ArmourLocation location) { this.id = ((int)location * -1) - 2; this.Equippable = false; this.weight = 0; this.value = 0; this.speed = 0; this.speedbonus = 0; this.strengthbonus = 0; this.hpbonus = 0; this.type = ItemType.Armour; protection = new Dictionary<DamageType, int>(); foreach (DamageType type in Enum.GetValues(typeof(DamageType))) { protection[type] = 0; } bonus = new Dictionary<Stat,int>(); foreach (Stat stat in Enum.GetValues(typeof(Stat))) { bonus[stat] = 0; } switch (location) { case ArmourLocation.Torso: this.name = "T-Shirt"; this.info = "This simple t-shirt provides no protection against enemy attacks."; this.location = ArmourLocation.Torso; break; case ArmourLocation.Legs: this.name = "Jeans"; this.info = "These plain, denim jeans don't prevent any damage, but at least they stop everyone from being able to see your junk."; this.location = ArmourLocation.Legs; break; case ArmourLocation.Head: this.name = "Head of Hair"; this.info = "Your luscious, flowing locks provide no armour."; this.location = ArmourLocation.Head; break; case ArmourLocation.Hands: this.name = "Bare Hands"; this.info = "Can be formed into 'rock', 'paper' and 'scissor' configurations."; this.location = ArmourLocation.Hands; break; case ArmourLocation.Feet: this.name = "Bare Feet"; this.info = "You don't even have any socks. You will take double damage from any lego-based attacks."; this.location = ArmourLocation.Feet; break; default: break; } }
public override string ToString() { string ArmourString = base.ToString() + ", "; ArmourString += ArmourLocation.ToString() + ", "; ArmourString += DefenceValue.ToString() + ", "; ArmourString += DefenceModifier.ToString(); foreach (string s in AllowableClasses) { ArmourString += ", " + s; } return(ArmourString); }
public static List<Armour> Location(this List<Armour> inventory, ArmourLocation location) { return inventory.FindAll(delegate(Armour x) { return x.Location == location; }); }
public static List<Item> ArmourAsItems(this List<Item> inventory, ArmourLocation location) { return inventory.Armour(location).Cast<Item>().ToList(); }
public void UnequipArmour(ArmourLocation location) { equippedArmour[location] = new Armour(location); this.OnLoadoutChanged(); }
public Armour(int itemid) : base(itemid) { location = StatParser.ParseArmourLocation(ItemStats.GetStat(itemid, "location")); this.Equippable = true; }
public static List <Armour> Location(this List <Armour> inventory, ArmourLocation location) { return(inventory.FindAll(delegate(Armour x) { return x.Location == location; })); }
public static List <Item> ArmourAsItems(this List <Item> inventory, ArmourLocation location) { return(inventory.Armour(location).Cast <Item>().ToList()); }