public Feat(FeatManager.FeatData featData) { Name = featData.Name; ImageName = featData.BaseImageName; Types = featData.Types; EffectParams = featData.EffectParams; }
// Initialization that should happen after game loads goes here (ie. initializing non-serializable properites). public void Init() { monsterManager = new MonsterManager(this); itemManager = new ItemManager(this); nameManager = new NameManager(this); featManager = new FeatManager(this); effectManager = new EffectManager(this); Counter<string> badTags = new Counter<string>(); monsterManager.ReadMonsters("monsters.xml", badTags); itemManager.ReadItems("items.xml", badTags); nameManager.ReadPlaceNames("place_names.txt"); nameManager.ReadCharacterNames("character_names.txt"); featManager.ReadFeats("feats.xml", badTags); effectManager.ReadEffects("effects.xml", badTags); foreach (var pair in badTags) { PrintMessage(LogLevel.DEBUG, string.Format("Found unhandled xml tag <{0}> {1} times.", pair.Key, pair.Value)); } }