public Battlegroup(String name, CharacterTemplate template, int Might, int Size, String Drill) : base(name, template) { this.Might = Might; this.Size = Size; this.Drill = Drill; this.CurrentSize = Size; this.CurrentMagnitude = GetCurrentMaxMagnitude(); }
public Character(string name, CharacterTemplate template) : base(template.Type, template.Essence, template.Willpower, template.PeripheralEssence, template.PersonalEssence, template.HealthLevels, template.Battlegroup) { this.Name = name; this.CurrentInitiative = 0; this.CurrentPeripheralEssence = this.PeripheralEssence; this.CurrentPersonalEssence = this.PersonalEssence; this.CurrentWillPower = this.Willpower; this.CurrentOnslaught = 0; this.CurrentEffects = new List <Effect>(); this.CurrentHealthLevels = new List <KeyValuePair <string, Constants.HealthState> >(); foreach (String level in HealthLevels) { CurrentHealthLevels.Add(new KeyValuePair <String, Constants.HealthState>(level, Constants.HealthState.UNWOUNDED)); } this.HasActedThisRound = false; this.KeepOnslaughtOnAct = false; }