// Use this for initialization void Start() { // test starting class : The Warrior pi = GetComponent <PlayerInventory>(); BaseHealth = 250; BaseStamina = 20; /* * // NOBLE * TerrestrialRES = 6; * LunarRES = 6; * SolarRES = 6; * InfernalRES = 4; * ChillRES = 3; * LifeRES = 2; * DeathRES = 1; * * // REAPER * TerrestrialRES = 2; * LunarRES = 2; * SolarRES = 2; * InfernalRES = 5; * ChillRES = 6; * LifeRES = 6; * DeathRES = 6; */ // WARRIOR TerrestrialRES = 6; LunarRES = 3; SolarRES = 3; InfernalRES = 4; ChillRES = 3; LifeRES = 35; DeathRES = 1; CurrentStamina = MaximumStamina; EquippedWeapon = "Great Scythe"; EquippedHat = "Sancta Hat"; EquippedCape = "White Banner"; EquippedRing1 = "None"; EquippedRing2 = "None"; EquippedArmor = "Tightened Steel Plate"; EquippedAmulet = "None"; CurrentHealth = MaximumHealth; pm = GetComponent <PlayerMovement>(); LoadHat(); pi.AddWeapon("Great Scythe"); pi.AddWeapon("Edged Rapier", 1); pi.AddWeapon("Claymore"); pi.AddHat("None"); pi.AddAmulet("None"); pi.AddRing("None"); pi.AddRing("None"); pi.AddHat("Regia Hat"); pi.AddHat("Sancta Hat"); pi.AddAmulet("Sapphire Amulet"); pi.AddAmulet("Ruby Amulet"); pi.AddRing("Ruby Ring"); pi.AddRing("Ruby Ring"); pi.AddTunic("Chain Curiass"); pi.AddArmor("Tightened Steel Plate"); pi.AddArmor("Magister's Regalia"); pi.AddCape("None"); pi.AddCape("White Banner"); pi.AddCape("Black Banner"); pi.AddHat("Magus Hood"); //LoadArmor(); }
// Use this for initialization void Start() { // test starting class : The Warrior pi = GetComponent<PlayerInventory>(); BaseHealth = 250; BaseStamina = 20; /* // NOBLE TerrestrialRES = 6; LunarRES = 6; SolarRES = 6; InfernalRES = 4; ChillRES = 3; LifeRES = 2; DeathRES = 1; // REAPER TerrestrialRES = 2; LunarRES = 2; SolarRES = 2; InfernalRES = 5; ChillRES = 6; LifeRES = 6; DeathRES = 6; */ // WARRIOR TerrestrialRES = 6; LunarRES = 3; SolarRES = 3; InfernalRES = 4; ChillRES = 3; LifeRES = 35; DeathRES = 1; CurrentStamina = MaximumStamina; EquippedWeapon = "Great Scythe"; EquippedHat = "Sancta Hat"; EquippedCape = "White Banner"; EquippedRing1 = "None"; EquippedRing2 = "None"; EquippedArmor = "Tightened Steel Plate"; EquippedAmulet = "None"; CurrentHealth = MaximumHealth; pm = GetComponent<PlayerMovement>(); LoadHat(); pi.AddWeapon("Great Scythe"); pi.AddWeapon("Edged Rapier", 1); pi.AddWeapon("Claymore"); pi.AddHat("None"); pi.AddAmulet("None"); pi.AddRing("None"); pi.AddRing("None"); pi.AddHat("Regia Hat"); pi.AddHat("Sancta Hat"); pi.AddAmulet("Sapphire Amulet"); pi.AddAmulet("Ruby Amulet"); pi.AddRing("Ruby Ring"); pi.AddRing("Ruby Ring"); pi.AddTunic("Chain Curiass"); pi.AddArmor("Tightened Steel Plate"); pi.AddArmor("Magister's Regalia"); pi.AddCape("None"); pi.AddCape("White Banner"); pi.AddCape("Black Banner"); pi.AddHat("Magus Hood"); //LoadArmor(); }