public Henchmen(string name, int move, int health, int stamina, AttackDice attack, DefenceDice defence, int might, int knowledge, int willpower, int awareness) : base(name, move, health, attack, defence, might, knowledge, willpower, awareness) { }
public ArmorItem(string name, DefenceDice defence, ItemCatagory armorType, Ability[] abilities) : base(name, EquipmentType.Armor, abilities, new ItemCatagory[1] { armorType }) { this.DefenceDice = defence; }
public Unit(string name, int move, int health, AttackDice attack, DefenceDice defence) { Name = name; Move = move; MaxHealth = Health = health; this.AttackDice = attack; this.DefenceDice = defence; Abilities = new List <Ability>(); }
public EliteUnit(string name, int move, int health, AttackDice attack, DefenceDice defence, int might, int knowledge, int willpower, int awareness) : base(name, move, health, attack, defence) { Might = might; Knowledge = knowledge; Willpower = willpower; Awareness = awareness; }
public Hero(string name, int move, int health, int stamina, DefenceDice defence, int might, int knowledge, int willpower, int awareness, int xp = 0) : base(name, move, health, new AttackDice(), defence, might, knowledge, willpower, awareness) { this.BaseDefence = defence; this.MaxStamina = stamina; this.Stamina = stamina; this.XP = xp; }
private IEnumerable <ArmorItem> IterArmors(string source) { foreach (string[] tabs in IterFile(source, "armor.tsv")) { string name = tabs[0]; DefenceDice defence = new DefenceDice(tabs[1].Split(',')); ItemCatagory armorType = ParseCatagories(tabs[2])[0]; Ability[] abilities = ParseAbilities(tabs[3]); yield return(new ArmorItem(name, defence, armorType, abilities)); } }
public FileDataStore() { GearFactory gf = new GearFactory("ActI", false); MainHand = gf.MainHand; OffHand = gf.OffHand; Armor = gf.Armor; Trinket = gf.Trinket; var baseDefence = new DefenceDice(new GreyDie()); Hero = new Hero("Leoric", 4, 8, 5, baseDefence, 1, 5, 3, 2, 0); }
public virtual int RollDefenceDie() { int defenceTotal = 0; Random rollDie = new Random(); //Roll defence dice for the defender and get a defence total DefenceDice.ForEach(defenceDie => { defenceTotal += (byte)defenceDie.DieFaces[rollDie.Next(0, 5)]; }); return(defenceTotal); }
public virtual void CalculateDiceState() { AttackDice.Clear(); AttackDice.AddRange(HeroWeapon.Dice); DefenceDice.Clear(); DefenceDice.AddRange(ChestSlot.Dice); DefenceDice.AddRange(FeetSlot.Dice); DefenceDice.AddRange(HandSlot.Dice); DefenceDice.AddRange(HeadSlot.Dice); DefenceDice.AddRange(LegSlot.Dice); DefenceDice.AddRange(NecklaceSlot.Dice); DefenceDice.AddRange(RingSlot.Dice); }
public static Hero GetLeoric() { var defence = new DefenceDice(new GreyDie()); var leoric = new Hero("Leoric", 4, 8, 5, defence, 1, 5, 3, 2, 0); var attack = new AttackDice("blue", "power", "yellow"); var abilities = new Ability[] { new Ability(3, AbilityType.Damage, 2), new Ability(1, AbilityType.Damage, 1), new Ability(2, AbilityType.Pierce, 1), new Ability(2, AbilityType.Range, 1) }; var catagories = new ItemCatagory[] { ItemCatagory.Staff, ItemCatagory.Magic }; WeoponItem fancyStaff = new WeoponItem("Fancy Staff", attack, HandCatagory.RangeWeopon, abilities, catagories, 2); leoric.Equip(fancyStaff); return(leoric); }
public StaticDataStore() { var baseDefence = new DefenceDice(new GreyDie()); Hero = new Hero("Leoric", 4, 8, 5, baseDefence, 1, 5, 3, 2, 0); MainHand = GetWeoponItems(); OffHand = new List <ShieldItem> { new ShieldItem("Standard Shield", new Ability[0]) }; Armor = new List <ArmorItem> { new ArmorItem("Brown Armor", new DefenceDice(new BrownDie()), ItemCatagory.LightArmor, new Ability[0]), new ArmorItem("Grey Armor", new DefenceDice(new GreyDie()), ItemCatagory.MediumArmor, new Ability[0]), new ArmorItem("Black Armor", new DefenceDice(new BlackDie()), ItemCatagory.HeavyArmor, new Ability[0]) }; var c = new ItemCatagory[] { ItemCatagory.Ring }; Trinket = new List <TrinketItem> { new TrinketItem("Pretty Ring", c, new Ability[0]), new TrinketItem("Ugly Ring", c, new Ability[0]) }; }
public Monster(string name, int move, int health, AttackDice attack, DefenceDice defence) : base(name, move, health, attack, defence) { }