public StatsComponent(int strength, int dexterity, int intelligence, int constitution, int spirit) { Clock = HitIntervalLastTicks = 0; Strength = strength; Dexterity = dexterity; Intelligence = intelligence; Constitution = constitution; Spirit = spirit; Experience = Constants.Stats.DEFAULT_EXPERIENCE; ExperienceReward = Constants.Stats.DEFAULT_REWARD; Level = Constants.Stats.DEFAULT_LEVEL; IntervalModifier = Constants.Stats.INTERVAL_MODIFIER_CONSTANT * Dexterity; Vision = Constants.NPC.DEFAULT_VISION; ItemStrength = 0; ItemDexterity = 0; ItemIntelligence = 0; ItemConstitution = 0; ItemSpirit = 0; ItemDamage = 0; ItemHp = 0; ItemRange = 0; LearningPoints = 0; StatsProcessor.ApplyBonuses(this); StatsProcessor.CalculateStats(this); }
public StatsComponent() { Clock = HitIntervalLastTicks = 0; Strength = Constants.Stats.DEFAULT_STRENGTH; Dexterity = Constants.Stats.DEFAULT_DEXTERITY; Intelligence = Constants.Stats.DEFAULT_INTELLIGENCE; Constitution = Constants.Stats.DEFAULT_CONSTITUTION; Spirit = Constants.Stats.DEFAULT_SPIRIT; Experience = Constants.Stats.DEFAULT_EXPERIENCE; ExperienceReward = Constants.Stats.DEFAULT_REWARD; Level = Constants.Stats.DEFAULT_LEVEL; IntervalModifier = Constants.Stats.INTERVAL_MODIFIER_CONSTANT * Dexterity; Vision = Constants.NPC.DEFAULT_VISION; ItemStrength = 0; ItemDexterity = 0; ItemIntelligence = 0; ItemConstitution = 0; ItemSpirit = 0; ItemDamage = 0; ItemHp = 0; ItemRange = 0; LearningPoints = 0; StatsProcessor.ApplyBonuses(this); StatsProcessor.CalculateStats(this); }
public StatsComponent(int range, int damage, int hp, int experience, int level, int strength, int dexterity, int intelligence, int constitution, int spirit) { Clock = HitIntervalLastTicks = 0; Strength = strength; Dexterity = dexterity; Intelligence = intelligence; Constitution = constitution; Spirit = spirit; Vision = Constants.NPC.DEFAULT_VISION; Range = range; Damage = damage; CurrentHP = HP = hp; IntervalModifier = Constants.Stats.INTERVAL_MODIFIER_CONSTANT * Dexterity; Experience = experience; ExperienceReward = Constants.Stats.DEFAULT_REWARD; Level = level; ItemStrength = 0; ItemDexterity = 0; ItemIntelligence = 0; ItemConstitution = 0; ItemSpirit = 0; ItemDamage = 0; ItemHp = 0; ItemRange = 0; LearningPoints = 0; StatsProcessor.ApplyBonuses(this); }