Exemple #1
0
 public Character(string _name, Class _class, int _level, int _expToNext, int _maxHealth, int _currentHealth, 
                     int _maxMana, int _currentMana, int _money, int _strength, int _agility, int _intelligence,
                         int _speed, IDictionary<string, Ability> _abilities, ICollection<ItemStack> _inventory, Weapon _weapon,
                         Armour _chest, Armour _helm, Armour _gloves, Armour _boots, Armour _legs)
 {
     name = _name;
     charClass = _class;
     level = _level;
     expToNext = _expToNext;
     maxHealth = _maxHealth;
     currentHealth = _currentHealth;
     maxMana = _maxMana;
     currentMana = _currentMana;
     money = _money;
     strength = _strength;
     agility = _agility;
     intelligence = _intelligence;
     speed = _speed;
     type = _class.type;
     abilities = new Dictionary<string, Ability>(_abilities);
     inventory = new List<ItemStack>(_inventory);
     weapon = _weapon;
     chest = _chest;
     helm = _helm;
     gloves = _gloves;
     boots = _boots;
     legs = _legs;
     dice = new D20();
     buffs = new Effect();
 }
Exemple #2
0
 public Ability(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect)
 {
     name = _name;
     description = _description;
     manaCost = _manacost;
     icon = _icon;
     abilityEffect = _abilityEffect;
     p_attackbonus = 0;
 }
Exemple #3
0
 public SelfAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect)
     : base(_name, _description, _manacost, _icon, _abilityEffect)
 {
 }
Exemple #4
0
 public MagicAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect, uint _attackBonus)
     : base(_name, _description, _manacost, _icon, _abilityEffect, _attackBonus)
 {
 }
Exemple #5
0
 public AttackAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect, float _attackBonus)
     : base(_name, _description, _manacost, _icon, _abilityEffect)
 {
     this.p_attackbonus = _attackBonus;
 }
Exemple #6
0
        public void applyEffect(Effect effect)
        {
            buffs.strength_mod *= effect.strength_mod;
            buffs.agility_mod *= effect.agility_mod;
            buffs.intelligence_mod *= effect.intelligence_mod;
            buffs.speed_mod *= effect.speed_mod;

            if (currentHealth + effect.health_restore >= maxHealth)
            {
                currentHealth = maxHealth;
            }
            else
            {
                currentHealth += (int)effect.health_restore;
            }
        }
Exemple #7
0
 public Creep(string _name, int _strength, int _agility, int _intelligence, int _speed, int _maxHealth, int _currentHealth,
                 int _maxMana, int _currentMana, IDictionary<string, Ability> _abilities, ICollection<Item> _lootTable,
                 int _moneyDrop, Uri _icon)
 {
     name = _name;
     strength = _strength;
     agility = _agility;
     intelligence = _intelligence;
     speed = _speed;
     maxHealth = _maxHealth;
     currentHealth = _currentHealth;
     maxMana = _maxMana;
     currentMana = _currentMana;
     icon = _icon;
     buffs = new Effect();
     abilities = new Dictionary<string, Ability>(_abilities);
     lootTable = new List<Item>(_lootTable);
     moneyDrop = _moneyDrop;
     dice = new D20();
 }
Exemple #8
0
 public void resetStats()
 {
     buffs =  new Effect();
 }