コード例 #1
0
 public Ability(Character _char, string _abilityName, string _description, Image _icon, EnumAbilityClassReq _classRep)
 {
     this.abilityName = _abilityName;
     this.description = _description;
     this.SetIcon(_icon);
     this.classReq = _classRep;
 }
コード例 #2
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Ascended(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Ascended";
     this.Description = _char.UnitName + " has had all its stats, including health and attack, increased by 15!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #3
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ファイル: Ability.cs プロジェクト: Tonaplo/RPG
 public Ability(Character _char, string _abilityName, string _description, Image _icon, EnumAbilityClassReq _classRep)
 {
     this.abilityName = _abilityName;
     this.description = _description;
     this.SetIcon(_icon);
     this.classReq = _classRep;
 }
コード例 #4
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Aligned(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2);
     int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2);
     this.AbilityName = "Aligned";
     this.Description = _char.UnitName  +" is Aligned and has " + agiBuff + " more Agility and " + intBuff + " more Intellect!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #5
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
        public Balanced(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            string highest = "Agility";
            string lowest = "Intellect";
            int highbuff = _char.BuffedAgility.IntValue;
            int lowbuff = _char.BuffedIntellingence.IntValue;

            if (_char.BuffedIntellingence.IntValue > _char.BuffedAgility.IntValue)
            {
                highest = "Intellect";
                lowest = "Agility";
                highbuff = _char.BuffedIntellingence.IntValue;
                lowbuff = _char.BuffedAgility.IntValue;
            }

            this.AbilityName = "Balanced";
            this.Description = _char.UnitName + " is Balanced and has " + highest + " increased by " + highbuff + " and " + lowest + " increased by " + lowbuff + "!";
            this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #6
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        public Transformed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff   = (int)(_char.BuffedIntellingence.IntValue * 3);
            int debuff = (int)(_char.BuffedHP.IntValue * 0.6);

            this.AbilityName = "Transformed";
            this.Description = _char.UnitName + " is an Archon and has " + buff + " more Intellect, but " + debuff + " less maximum health!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #7
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public ActiveAbility(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.Icon = this.SetIcon(_icon);
 }
コード例 #8
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 public Oportunist(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Oportunist";
     this.Description = _char.UnitName + " has had a random stat increased by 50%!";
     this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #9
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Transformed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)(_char.BuffedIntellingence.IntValue*3);
     int debuff = (int)(_char.BuffedHP.IntValue * 0.6);
     this.AbilityName = "Transformed";
     this.Description = _char.UnitName + " is an Archon and has " + buff + " more Intellect, but " + debuff + " less maximum health!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #10
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        public Invigorated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int    buff = (int)(_char.BuffedAgility.IntValue * 0.2);
            string stat = "Agility";

            if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue)
            {
                buff = (int)(_char.BuffedIntellingence.IntValue * 0.2);
                stat = "Intellect";
                if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue)
                {
                    buff = (int)(_char.BuffedStrength.IntValue * 0.2);
                    stat = "Strength";
                }
            }
            else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue)
            {
                buff = (int)(_char.BuffedStrength.IntValue * 0.2);
                stat = "Strength";
            }

            this.AbilityName = "Invigorated";
            this.Description = _char.UnitName + " is Invigorated and has " + buff + " more health, 20% of its " + stat + "!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #11
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Swift(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)(_char.BuffedAgility.IntValue * 0.4);
     this.AbilityName = "Swift";
     this.Description = _char.UnitName + " is Swift and has " + buff + " more Agility!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #12
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public Ascend(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitleAnyAscend;
     this.Description = Properties.Resources.AbilitiesDescriptionAnyAscend;
     this.NumberOfTargets = 1;
     this.Icon = this.SetIcon(Properties.Resources.meleeattack);
     this.TurnPointCost = 5;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #13
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public NPCDesperation(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Desperation";
     this.Description = "This ability deals 15% of the monsters health deficit in damage to a character!";
     this.Icon = this.SetIcon(Properties.Resources.strength);
 }
コード例 #14
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public CaretakerZealOfHumanity(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitleCaretakerZealOfHumanity;
     this.Description = Properties.Resources.AbilitiesDescriptionCaretakerZealOfHumanity;
     this.Icon = this.SetIcon(Properties.Resources.bodyslam);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 2;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #15
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public NPCAtonementSmite(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Atonement Smite";
     this.Description = "This ability deals the units level in damage and heals it for 2% of its maximum health.";
     this.Icon = this.SetIcon(Properties.Resources.fireball);
 }
コード例 #16
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public WizardRevitalize(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     AbilityName = Properties.Resources.AbilitiesTitleWizardRevitalize;
     Description = Properties.Resources.AbilitiesDescriptionWizardRevitalize;
     this.Icon = this.SetIcon(Properties.Resources.heal);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 2;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #17
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public WarriorStrength(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitleWarriorStrength;
     this.Description = Properties.Resources.AbilitiesDescriptionWarriorStrength;
     this.NumberOfTargets = 1;
     this.Icon = this.SetIcon(Properties.Resources.strength);
     this.TurnPointCost = 1;
     this.DamageOrHealing = EnumActiveAbilityType.Damage;
 }
コード例 #18
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public ThiefSwiftness(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitleThiefSwiftness;
     this.Description = Properties.Resources.AbilitiesDescriptionThiefSwiftness;
     this.Icon = this.SetIcon(Properties.Resources.quickattack);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 3;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #19
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        public Venomous(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedAttackDamage.IntValue * 0.5);

            this.AbilityName = "Venomous";
            this.Description = _char.UnitName + " is Venomous and has " + buff + " more Attack!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #20
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public NPCFireball(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Fireball";
     this.Description = "This ability deals 175% the units level in damage.";
     this.Icon = this.SetIcon(Properties.Resources.fireball);
 }
コード例 #21
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        public Balanced(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            string highest  = "Agility";
            string lowest   = "Intellect";
            int    highbuff = _char.BuffedAgility.IntValue;
            int    lowbuff  = _char.BuffedIntellingence.IntValue;

            if (_char.BuffedIntellingence.IntValue > _char.BuffedAgility.IntValue)
            {
                highest  = "Intellect";
                lowest   = "Agility";
                highbuff = _char.BuffedIntellingence.IntValue;
                lowbuff  = _char.BuffedAgility.IntValue;
            }



            this.AbilityName = "Balanced";
            this.Description = _char.UnitName + " is Balanced and has " + highest + " increased by " + highbuff + " and " + lowest + " increased by " + lowbuff + "!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #22
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public SynergistSynergy(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitleSynergistSynergy;
     this.Description = Properties.Resources.AbilitiesDescriptionSynergistSynergy;
     this.Icon = this.SetIcon(Properties.Resources.duality);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 5;
     this.DamageOrHealing = EnumActiveAbilityType.Damage;
 }
コード例 #23
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public PaladinThePowerOfFaith(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = Properties.Resources.AbilitiesTitlePaladinThePowerOfFaith;
     this.Description = Properties.Resources.AbilitiesDescriptionPaladinThePowerOfFaith;
     this.Icon = this.SetIcon(Properties.Resources.wrath);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 5;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #24
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Brilliant(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)(_char.BuffedIntellingence.IntValue * 0.4);
     this.AbilityName = "Brilliant";
     this.Description = _char.UnitName + " is Brilliant and has " + buff + " more Intellect!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #25
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public SynergistBalanceIntellect(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Balance - Intellect";
     this.Description = "Decreases agility by 10%, but increases intellect by this amount.";
     this.Icon = this.SetIcon(Properties.Resources.duality);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 2;
     this.DamageOrHealing = EnumActiveAbilityType.Healing;
 }
コード例 #26
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 public Ascended(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Ascended";
     this.Description = _char.UnitName + " has had all its stats, including health and attack, increased by 15!";
     this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #27
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Venomous(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)(_char.BuffedAttackDamage.IntValue*0.5);
     this.AbilityName = "Venomous";
     this.Description = _char.UnitName + " is Venomous and has " + buff + " more Attack!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #28
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        public Infuriated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)((_char.BuffedHP.IntValue - _char.CurrentHP.IntValue) * 0.25);

            this.AbilityName = "Infuriated";
            this.Description = _char.UnitName + " is Infuriated and has " + buff + " more Attack Damage!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #29
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
        public Blessed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedAgility.IntValue * 0.4);
            string stat = "Agility";

            if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue)
            {
                buff = (int)(_char.BuffedIntellingence.IntValue * 0.4);
                stat = "Intellect";
                if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue)
                {
                    buff = (int)(_char.BuffedStrength.IntValue * 0.4);
                    stat = "Strength";
                }
            }
            else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue)
            {
                buff = (int)(_char.BuffedStrength.IntValue * 0.4);
                stat = "Strength";
            }

            this.AbilityName = "Blessed";
            this.Description = _char.UnitName + " was Blessed by a Paladin and has its " + stat + " increased by " + buff + "!";
            this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #30
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        public Blessed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int    buff = (int)(_char.BuffedAgility.IntValue * 0.4);
            string stat = "Agility";

            if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue)
            {
                buff = (int)(_char.BuffedIntellingence.IntValue * 0.4);
                stat = "Intellect";
                if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue)
                {
                    buff = (int)(_char.BuffedStrength.IntValue * 0.4);
                    stat = "Strength";
                }
            }
            else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue)
            {
                buff = (int)(_char.BuffedStrength.IntValue * 0.4);
                stat = "Strength";
            }

            this.AbilityName = "Blessed";
            this.Description = _char.UnitName + " was Blessed by a Paladin and has its " + stat + " increased by " + buff + "!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #31
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 public BuffsAndDebuffs(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
 }
コード例 #32
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public ThiefCopycat(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Copycat";
     this.Description = Properties.Resources.AbilitiesDescriptionThiefPoisonedBlade;
     this.Icon = this.SetIcon(Properties.Resources.quickattack);
     this.NumberOfTargets = 1;
     this.TurnPointCost = 2;
     this.DamageOrHealing = EnumActiveAbilityType.Damage;
 }
コード例 #33
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        public Roared(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedStrength.IntValue * 0.4);

            this.AbilityName = "Roared";
            this.Description = _char.UnitName + " has Roared, increasing his Strength by " + buff + "!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #34
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public BuffsAndDebuffs(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char ,_name, _description, _icon, _classReq)
 {
 }
コード例 #35
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        public InPrayer(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2);
            int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2);

            this.AbilityName = "In Prayer";
            this.Description = _char.UnitName + " is In Prayer and has " + strBuff + " increased Strength and " + intBuff + " increased Intellect!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #36
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public InAction(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int agiBuff = (int)(_char.BuffedAgility.IntValue*0.2);
     int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2);
     this.AbilityName = "In Action";
     this.Description = _char.UnitName + " is In Action and has " + strBuff + " more Strength and " + agiBuff + " more Agility!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #37
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        public Brilliant(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedIntellingence.IntValue * 0.4);

            this.AbilityName = "Brilliant";
            this.Description = _char.UnitName + " is Brilliant and has " + buff + " more Intellect!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #38
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Infuriated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)((_char.BuffedHP.IntValue - _char.CurrentHP.IntValue)*0.25);
     this.AbilityName = "Infuriated";
     this.Description = _char.UnitName + " is Infuriated and has " + buff + " more Attack Damage!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #39
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        public Swift(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedAgility.IntValue * 0.4);

            this.AbilityName = "Swift";
            this.Description = _char.UnitName + " is Swift and has " + buff + " more Agility!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #40
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public InPrayer(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int strBuff = (int)(_char.BuffedStrength.IntValue*0.2);
     int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2);
     this.AbilityName = "In Prayer";
     this.Description = _char.UnitName + " is In Prayer and has " + strBuff + " increased Strength and " + intBuff + " increased Intellect!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #41
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        public InAction(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2);
            int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2);

            this.AbilityName = "In Action";
            this.Description = _char.UnitName + " is In Action and has " + strBuff + " more Strength and " + agiBuff + " more Agility!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #42
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
        public Invigorated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int buff = (int)(_char.BuffedAgility.IntValue * 0.2);
            string stat = "Agility";

            if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue)
            {
                buff = (int)(_char.BuffedIntellingence.IntValue * 0.2);
                stat = "Intellect";
                if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue)
                {
                    buff = (int)(_char.BuffedStrength.IntValue * 0.2);
                    stat = "Strength";
                }
            }
            else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue)
            {
                buff = (int)(_char.BuffedStrength.IntValue * 0.2);
                stat = "Strength";
            }

            this.AbilityName = "Invigorated";
            this.Description = _char.UnitName + " is Invigorated and has " + buff + " more health, 20% of its " + stat + "!";
            this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #43
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        public Aligned(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
            : base(_char, _name, _description, _icon, _classReq)
        {
            int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2);
            int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2);

            this.AbilityName = "Aligned";
            this.Description = _char.UnitName + " is Aligned and has " + agiBuff + " more Agility and " + intBuff + " more Intellect!";
            this.Icon        = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
        }
コード例 #44
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Oportunist(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Oportunist";
     this.Description = _char.UnitName + " has had a random stat increased by 50%!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #45
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ファイル: BuffsAndDebuffs.cs プロジェクト: Tonaplo/RPG
 public Roared(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     int buff = (int)(_char.BuffedStrength.IntValue * 0.4);
     this.AbilityName = "Roared";
     this.Description = _char.UnitName + " has Roared, increasing his Strength by " + buff + "!";
     this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack);
 }
コード例 #46
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ファイル: ActiveAbility.cs プロジェクト: Tonaplo/RPG
 public NPCNuke(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq)
     : base(_char, _name, _description, _icon, _classReq)
 {
     this.AbilityName = "Nuke";
     this.Description = "This ability deals 600% of the casters level in damage. Can only be used every 4 turns.";
     this.Icon = this.SetIcon(Properties.Resources.fireball);
 }