Exemple #1
0
    public int GetMaximumAttribute(Character.Attribute attribute)
    {
        switch (attribute)
        {
        case Character.Attribute.Level: return(this.maximumLevel);

        case Character.Attribute.Experience: return(CalculateMaximumValue(this.experience));

        case Character.Attribute.HealthPoints: return(CalculateMaximumValue(this.healthPoints));

        case Character.Attribute.ManaPoints: return(CalculateMaximumValue(this.manaPoints));

        case Character.Attribute.Attack: return(CalculateMaximumValue(this.attack));

        case Character.Attribute.Defense: return(CalculateMaximumValue(this.defense));

        case Character.Attribute.SpecialAttack: return(CalculateMaximumValue(this.specialAttack));

        case Character.Attribute.SpecialDefense: return(CalculateMaximumValue(this.specialDefense));

        case Character.Attribute.Speed: return(CalculateMaximumValue(this.speed));

        default: return(0);
        }
    }
Exemple #2
0
    /*
     * Getters y setters of current and maximum attributes
     */
    public int GetCurrentAttribute(Character.Attribute attribute)
    {
        switch (attribute)
        {
        case Character.Attribute.Level: return(level);

        case Character.Attribute.Experience: return(currentExperience);

        case Character.Attribute.HealthPoints: return(currentHealthPoints);

        case Character.Attribute.ManaPoints: return(currentManaPoints);

        case Character.Attribute.Attack: return(currentAttack);

        case Character.Attribute.Defense: return(currentDefense);

        case Character.Attribute.SpecialAttack: return(currentSpecialAttack);

        case Character.Attribute.SpecialDefense: return(currentSpecialDefense);

        case Character.Attribute.Speed: return(currentSpeed);

        default: return(0);
        }
    }
Exemple #3
0
    public void DecreaseAttribute(Character.Attribute attribute, int decrement)
    {
        int currentValue = GetCurrentAttribute(attribute);

        if (currentValue > 0)
        {
            if ((currentValue - decrement) < 0)
            {
                SetCurrentAttribute(attribute, 0);
            }
            else
            {
                SetCurrentAttribute(attribute, (currentValue - decrement));
            }
        }
    }
Exemple #4
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    public void IncreaseAttribute(Character.Attribute attribute, int increment)
    {
        int currentValue = GetCurrentAttribute(attribute);
        int maximumValue = GetMaximumAttribute(attribute);

        if (currentValue < maximumValue)
        {
            if ((currentValue + increment) > maximumValue)
            {
                SetCurrentAttribute(attribute, maximumValue);
            }
            else
            {
                SetCurrentAttribute(attribute, (currentValue + increment));
            }
        }
    }
Exemple #5
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    public bool SetCurrentAttribute(Character.Attribute attribute, int value)
    {
        switch (attribute)
        {
        case Character.Attribute.Experience:
            currentExperience = value;
            break;

        case Character.Attribute.HealthPoints:
            currentHealthPoints = value;
            break;

        case Character.Attribute.ManaPoints:
            currentManaPoints = value;
            break;

        case Character.Attribute.Attack:
            currentAttack = value;
            break;

        case Character.Attribute.Defense:
            currentDefense = value;
            break;

        case Character.Attribute.SpecialAttack:
            currentSpecialAttack = value;
            break;

        case Character.Attribute.SpecialDefense:
            currentSpecialDefense = value;
            break;

        case Character.Attribute.Speed:
            currentSpeed = value;
            break;

        default: return(false);
        }

        return(true);
    }