public Weapon() { itemType = ItemType.Weapon.ToString(); name = "Unarmed Strike"; weaponType = WeaponTypes.None; weaponCategory = WeaponCategories.None; damageDice = new List <int>() { 1 }; damageDiceNumber = new List <int>() { 1 }; damageTypes = new List <string>() { DamageTypes.Bludgeoning.ToString() }; abilityStat = Stats.Strength; minRange = 5; maxRange = 5; weaponProperties = new List <WeaponProperty>() { WeaponProperty.Light }; acBonus = 0; }
public ItemBuilder() { InitializeComponent(); WeaponCategory = WeaponCategories.None; }
protected virtual void OnWeaponCategoryChanged(WeaponCategories oldValue, WeaponCategories newValue) { // TODO: Add your property changed side-effects. Descendants can override as well. }
protected virtual WeaponCategories OnCoerceWeaponCategory(WeaponCategories value) { // TODO: Keep the proposed value within the desired range. return(value); }