Esempio n. 1
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 public ability(string name, List<effect> effects, bool onSelf, bool passive, mastery req, Stats stats_req)
 {
     Name = name;
     Effects = effects;
     OnSelf = onSelf;
     Passive = passive;
     MasteryRequirments = req;
     StatsRequirments = stats_req;
 }
Esempio n. 2
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        /// <summary>
        /// Constructor
        /// </summary>
        public creature(bodypart h, bodypart b, bodypart l, bodypart a1, string name = " ")
        {
            myStats = new Stats();
            Mastery = new mastery();
            effects = new List<effect>();
            Abilities = new List<ability>();
            AllAbilities = new Dictionary<ability, bool>();

            //TODO Update the generic body parts as it is changed!!!
            BodyParts = new Dictionary<slots, bodypart>();
            AddBodyPart(h,slots.Head);
            AddBodyPart(b,slots.Body);
            AddBodyPart(l,slots.Legs);
            AddBodyPart(a1, slots.Accessory1);
            Accessory2Locked = true;
            Name = name;
        }
Esempio n. 3
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 /// <summary>
 /// This constructor takes a statsType and mod(double) and makes it into a stat
 /// </summary>
 /// <param name="type">Type for the stat to be modded</param>
 /// <param name="mod">The mod for a stat</param>
 /// <param name="timeout">How many rounds before the effect is removed -1 is perminent, 1 is one round and is 0 done</param>
 /// <param name="perturn">Flag if the mod is added per turn or once</param>
 /// <param name="reset">Does the stat reset after the effect is over</param>
 /// <param name="name">Optional name of the parent</param>
 public effect(Stats.statsType type, double mod, int timeout, bool perturn, bool reset, String name = " ", bodypart.ClassPartTypes effectpart = bodypart.ClassPartTypes.NULL)
     : this(new stat(mod, type), timeout, perturn, reset, name)
 {
 }
Esempio n. 4
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 public stat(double amount, Stats.statsType type)
 {
     Amount = amount;
     Type = type;
 }