コード例 #1
0
ファイル: Monster.cs プロジェクト: Marcotte173/Marburgh-8.6-
 //Constructor
 public Monster(string name, pClass pClass, int xp, int gold, int addHP, int addDam, int hit, int defence, int crit, Drop drop, int action1, int action2, int action3)
     : base(pClass)
 {
     declareAction = Status.creatureUpdateName[2];
     maxHealth     = health = pClass.startingHealth + addHP;
     damage        = pClass.startingDamage + addDam;
     energy        = pClass.startingEnergy;
     magic         = pClass.startingMagic;
     this.addDam   = addDam;
     this.addHP    = addHP;
     this.drop     = drop;
     this.name     = name;
     this.pClass   = pClass;
     this.xp       = xp;
     this.gold     = gold;
     this.drop     = drop;
     this.hit      = hit;
     this.defence  = defence;
     this.crit     = crit;
     this.action1  = action1;
     this.action2  = action2;
     this.action3  = action3;
     monChoice     = 0;
     colourChoice  = Colour.NAME;
 }
コード例 #2
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    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor)
        : base(pClass)
    {
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy + 1;
        health        = maxHealth = pClass.startingHealth + 4;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        levelMax      = 5;
        bankGold      = 0;
        invested      = 0;
        hasInvestment = 0;
        craft         = false;
        win           = false;
        maxPotions    = 1;
        if (pClass.cName == "Mage")
        {
            maxPotions = 2;
        }
    }
コード例 #3
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 //Constructor
 public Monster(string name, string taunt, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop)
     : base(pClass)
 {
     this.addDam = addDam;
     this.addHP  = addHP;
     this.taunt  = taunt;
     this.drop   = drop;
     this.name   = name;
     this.pClass = pClass;
     this.xp     = xp;
     this.gold   = gold;
     this.drop   = drop;
 }
コード例 #4
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 public Monster(string name, string taunt, pClass pClass, int rewardGold, int rewardXP, string summonName)
     : base(name, pClass)
 {
     this.name       = name;
     this.taunt      = taunt;
     this.pClass     = pClass;
     gold            = rewardGold;
     xp              = rewardXP;
     energy          = pClass.startingEnergy;
     health          = pClass.startingHealth;
     magic           = pClass.startingMagic;
     damage          = pClass.startingDamage;
     this.summonName = summonName;
 }
コード例 #5
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ファイル: Hero.cs プロジェクト: Marcotte173/Marburgh
 public Hero(string name, pClass pClass, Equipment Weapon, Equipment Armor)
     : base(name, pClass)
 {
     pName       = name;
     this.pClass = pClass;
     this.Weapon = Weapon;
     this.Armor  = Armor;
     energy      = maxEnergy = pClass.startingEnergy;
     health      = maxHealth = pClass.startingHealth;
     magic       = pClass.startingMagic;
     damage      = pClass.startingDamage;
     level       = 1;
     gold        = 100;
     xp          = 0;
     potions     = 1;
     xpRequired  = level * 20 + 5;
 }
コード例 #6
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    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor, string[] attacks)
        : base(pClass)
    {
        this.attacks = attacks;
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy;
        health        = maxHealth = pClass.startingHealth;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        bankGold      = 0;
        invested      = 0;
        hasInvestment = false;
        craft         = false;
        maxPotions    = 1;
        if (pClass.cName == "Warrior")
        {
            lvlDamage = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 3;
            lvlEnergy = (level == 3 || level == 5 || level == 7 || level == 10) ? 1 : 2;
        }
        if (pClass.cName == "Rogue")
        {
            lvlDamage = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHealth = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 2;
            lvlEnergy = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
        }
        if (pClass.cName == "Mage")
        {
            lvlDamage  = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth  = (level == 3 || level == 5 || level == 7 || level == 10) ? 4 : 2;
            lvlEnergy  = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
            maxPotions = 2;
            Combat.currentAttackOptions[0] = Create.mageAttacks[0];
        }
    }
コード例 #7
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 //Constructor
 public Monster(string name, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop)
     : base(pClass)
 {
     declareAction = Attack.creatureUpdateName[2];
     maxHealth     = health = pClass.startingHealth + addHP;
     damage        = pClass.startingDamage + addDam;
     energy        = pClass.startingEnergy;
     magic         = pClass.startingMagic;
     this.addDam   = addDam;
     this.addHP    = addHP;
     this.drop     = drop;
     this.name     = name;
     this.pClass   = pClass;
     this.xp       = xp;
     this.gold     = gold;
     this.drop     = drop;
     special       = 0;
 }
コード例 #8
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 public Hero(string name, pClass pClass, Equipment Weapon, Equipment Armor)
     : base(name, pClass)
 {
     pName       = name;
     this.pClass = pClass;
     this.Weapon = Weapon;
     this.Armor  = Armor;
     energy      = maxEnergy = pClass.startingEnergy;
     health      = maxHealth = pClass.startingHealth;
     magic       = pClass.startingMagic;
     damage      = pClass.startingDamage;
     level       = 1;
     gold        = 100;
     xp          = 0;
     potions     = 1;
     levelMax    = 5;
     bankGold    = 0;
     fights      = 10;
     fightsMax   = 10;
     xpRequired  = 25;
     win         = false;
 }
コード例 #9
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ファイル: Boss.cs プロジェクト: Marcotte173/Marburgh-0.8
 //Constructor
 public Boss(string name, string followUp, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop, bool IsAlive)
     : base(name, pClass, xp, gold, addHP, addDam, drop)
 {
     this.followUp = followUp;
     this.IsAlive  = IsAlive;
 }
コード例 #10
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ファイル: Creature.cs プロジェクト: Marcotte173/Marburgh-0.8
 public Creature(string name, pClass pClass)
 {
 }
コード例 #11
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 //Creature Constructor
 public Creature(pClass pClass)
 {
 }
コード例 #12
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ファイル: Boss.cs プロジェクト: Marcotte173/Marburgh-8.6-
 //Constructor
 public Boss(string name, string followUp, pClass pClass, int xp, int gold, int addHP, int addDam, int hit, int defence, int crit, Drop drop, int action1, int action2, int action3, bool IsAlive)
     : base(name, pClass, xp, gold, addHP, addDam, hit, defence, crit, drop, action1, action2, action3)
 {
     this.followUp = followUp;
     this.IsAlive  = IsAlive;
 }
コード例 #13
0
ファイル: Boss.cs プロジェクト: Marcotte173/Marburgh0.6
 //Constructor
 public Boss(string name, string taunt, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop, bool IsAlive)
     : base(name, taunt, pClass, xp, gold, addHP, addDam, drop)
 {
     this.IsAlive = IsAlive;
 }
コード例 #14
0
    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor, string[] attacks)
        : base(pClass)
    {
        this.attacks = attacks;
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy;
        health        = maxHealth = pClass.startingHealth;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        invested      = 0;
        hasInvestment = false;
        craft         = false;
        maxPotions    = 2;
        mitigation    = 1;
        hit           = 75;
        crit          = 10;
        defence       = 5;
        tempDef       = 0;
        tempMit       = 0;
        if (pClass.cName == "Warrior")
        {
            mitigation   += 1;
            defence      += 3;
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 3;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 1 : 2;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
        }
        if (pClass.cName == "Rogue")
        {
            hit          += 2;
            crit         += 2;
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 2;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 6 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
        }
        if (pClass.cName == "Mage")
        {
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 4 : 2;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
            lvlMagic      = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
            maxPotions++;
            Player.currentAttackOptions[0] = Create.mageAttacks[0];
        }
    }