private void setClassArmor() { EntityArmor armor = EntityArmor.Light; if (cboSelectCharacterClass.Text == "Cleric") { armor = EntityArmor.Medium; } else if (cboSelectCharacterClass.Text == "Fighter") { armor = EntityArmor.Heavy; } else if (cboSelectCharacterClass.Text == "Rogue") { armor = EntityArmor.Light; } else if (cboSelectCharacterClass.Text == "Wizard") { armor = EntityArmor.None; } playerPickingClass.Armor = armor; return; }
public Player(int r_intStrengthAbility, int r_intDexterityAbility, int r_intConstitutionAbility, int r_intIntelligenceAbility, int r_intWisdomAbility, int r_intCharismaAbility, EntityAttacks r_entAttacks, EntityArmor r_entArmor) : base() { //TODO need weapon and skills intStrengthAbility = r_intStrengthAbility; intDexterityAbility = r_intDexterityAbility; intConstitutionAbility = r_intConstitutionAbility; intIntelligenceAbility = r_intIntelligenceAbility; intWisdomAbility = r_intWisdomAbility; intCharismaAbility = r_intCharismaAbility; entArmor = r_entArmor; entAttack = r_entAttacks; }
//Create the object public Entity() { intHealth = 10; strName = ""; entGender = EntityGender.Female; intAge = 20; intHeightFeet = 5; intHeightInches = 11; strWeight = ""; entEyeColor = EntityEyeColor.Blue; entHairColor = EntityHairColor.Black; strSkin = "Weathered"; intStrengthAbility = 0; intDexterityAbility = 0; intConstitutionAbility = 0; intIntelligenceAbility = 0; intWisdomAbility = 0; intCharismaAbility = 0; strStrengthModifier = ""; strDexterityModifier = ""; strConstitutionModifier = ""; strIntelligenceModifier = ""; strWisdomModifier = ""; strCharismaModifier = ""; strStrengthSaving = ""; strDexteritySaving = ""; strConstitutionSaving = ""; strIntelligenceSaving = ""; strWisdomSaving = ""; strCharismaSaving = ""; entAttack = EntityAttacks.Melee; entWeapon = EntityWeapons.Sword; entCharacterRace = EntityCharacterRace.Human; entCharacterClass = EntityCharacterClass.Fighter; entArmor = EntityArmor.Medium; }