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; }
/// <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; }
/// <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) { }
public stat(double amount, Stats.statsType type) { Amount = amount; Type = type; }