public Skill(Skill.SkillType type) { this.TypeEnum = type; this.EnumValue = (int)type; this.Extension = new SkillExtension(this.EnumValue); this.minLevel = this.EnumValue * 500 - 1; }
void CharacterSelection() { switch (prevMenu) { case RpgMenu.Attack: SelectEnemy(); break; case RpgMenu.Item: SelectAlly(false); break; case RpgMenu.Skill: Skill.SkillType skillType = gameMaster.playerParty[currentTurn].skills[skillSelectIndex].skill.skillType; switch (skillType) { case Skill.SkillType.EnemyDebuff: SelectEnemy(); break; case Skill.SkillType.EnemyPartyDebuff: SelectEnemyParty(); break; case Skill.SkillType.EnemyAreaDebuff: SelectEnemy(); SelectArea(false); break; case Skill.SkillType.AllyBuff: SelectAlly(false); break; case Skill.SkillType.AllyPartyBuff: SelectAllyParty(false); break; case Skill.SkillType.AllyAreaBuff: SelectAlly(false); SelectArea(false); break; case Skill.SkillType.FieldWide: SelectAll(false); break; case Skill.SkillType.Selfcast: charSelectIndex = currentTurn; break; } break; } }
/// <summary> /// Constructor for easily creating entries. /// </summary> /// <param name="id">The ID for the entry.</param> /// <param name="timeClockNumber">The employee ID for the entry.</param> /// <param name="firstName">The first name for the entry.</param> /// <param name="lastName">The last name for the entry month.</param> /// <param name="jobTitle">The job title for the entry.</param> /// <param name="departmentName">The department name for the entry.</param> /// <param name="phoneNumber">The phone number for the entry.</param> /// <param name="emailAddress">The email address for the entry.</param> /// <param name="skillType">The skill type for the entry.</param> /// <param name="notes">The notes for the entry.</param> public Entry(int id, int timeClockNumber, string firstName, string lastName, string jobTitle, Department.DepartmentName departmentName, string phoneNumber, string emailAddress, Skill.SkillType skillType, string notes = null) { Id = id; TimeClockNumber = (int)timeClockNumber; FirstName = firstName; LastName = lastName; JobTitle = jobTitle; DepartmentId = (int)departmentName; PhoneNumber = phoneNumber; EmailAddress = emailAddress; SkillId = (int)skillType; Notes = notes; }
public static string Name(Skill.SkillType enumValue) { switch (enumValue) { case Skill.SkillType.double_punch: return("Double punch"); case Skill.SkillType.high_kick: return("High kick"); case Skill.SkillType.dodge: return("Dodge"); case Skill.SkillType.shadow_fist: return("Shadow fist"); case Skill.SkillType.focused_breathing: return("Focused breathing"); case Skill.SkillType.raging_fist: return("Raging fist"); case Skill.SkillType.defensive_aura: return("Defensive aura"); case Skill.SkillType.misdirection: return("Misdirection"); case Skill.SkillType.whirling_foot: return("Whirling foot"); case Skill.SkillType.invisible_hand: return("Invisible hand"); case Skill.SkillType.dragon_fist: return("Dragon fist"); case Skill.SkillType.offense_aura: return("Offense aura"); case Skill.SkillType.elemental_manipulation: return("Elemental manipulation"); case Skill.SkillType.earth_armor: return("Earth armor"); case Skill.SkillType.ice_wall: return("Ice wall"); case Skill.SkillType.clairvoyance: return("Clairvoyance"); case Skill.SkillType.aura_ball: return("Aura ball"); case Skill.SkillType.mystic_mode: return("Mystic mode"); case Skill.SkillType.a_108_star_fist: return("108 fists of destiny"); case Skill.SkillType.big_bang: return("Big bang"); case Skill.SkillType.god_speed: return("God speed"); case Skill.SkillType.teleport: return("Teleport"); case Skill.SkillType.transformation_aura: return("Transformation aura"); case Skill.SkillType.gear_eyes: return("Gear eyes"); case Skill.SkillType.reflection_barrier: return("Reflection barrier"); case Skill.SkillType.ionioi_hero_summon: return("Ionioi hero summon"); case Skill.SkillType.unlimited_creation_works: return("Unlimited creation works"); case Skill.SkillType.time_manipulation: return("Time manipulation"); default: return("Unknown"); } }
}//end constructor /// <summary> /// Add types of skills to the skill tree. /// </summary> /// <param name="type">Type of skill</param> public void AddSkillType(Skill.SkillType type) { tree.Add(type, 0); }//end add skill type