public byte xtra; /* Extra sustain/resist/power */ #endregion Fields #region Constructors public Ego_Item() { for(int i = 0; i < Misc.MAX_PVALS; i++) { pval_flags[i] = new Bitflag(Object_Flag.SIZE); } to_h = new random_value(); to_d = new random_value(); to_a = new random_value(); }
public Ego_Item() { for (int i = 0; i < Misc.MAX_PVALS; i++) { pval_flags[i] = new Bitflag(Object_Flag.SIZE); } to_h = new random_value(); to_d = new random_value(); to_a = new random_value(); }
public Monster_Spell_Effect_Flag(int index, Monster_Spell_Flag method, GF gf, bool timed, Timed_Effect flag, random_value Base, random_value dam, int chance, bool save, Object_Flag res_flag, random_value power) { this.index = index; this.method = method; this.gf = gf; this.timed = timed; this.flag = flag; this.Base = Base; this.dam = dam; this.chance = chance; this.save = save; this.res_flag = res_flag; this.power = power; }
public char x_char; /**< Desired object character (set by user/pref file) */ #endregion Fields #region Constructors public Object_Kind() { for(int i = 0; i < Misc.MAX_PVALS; i++) { pval_flags[i] = new Bitflag(Object_Flag.SIZE); } to_h = new random_value(); to_d = new random_value(); to_a = new random_value(); for(int i = 0; i < pval.Length; i++) { pval[i] = new random_value(); } effect = Effect.XXX; time = new random_value(); }
public Object_Kind() { for (int i = 0; i < Misc.MAX_PVALS; i++) { pval_flags[i] = new Bitflag(Object_Flag.SIZE); } to_h = new random_value(); to_d = new random_value(); to_a = new random_value(); for (int i = 0; i < pval.Length; i++) { pval[i] = new random_value(); } effect = Effect.XXX; time = new random_value(); }
public bool timed; /* true if timed, false if permanent */ #endregion Fields #region Constructors public Monster_Spell_Effect_Flag(int index, Monster_Spell_Flag method, GF gf, bool timed, Timed_Effect flag, random_value Base, random_value dam, int chance, bool save, Object_Flag res_flag, random_value power) { this.index = index; this.method = method; this.gf = gf; this.timed = timed; this.flag = flag; this.Base = Base; this.dam = dam; this.chance = chance; this.save = save; this.res_flag = res_flag; this.power = power; }
public int number_charging() { int charge_time, num_charging; random_value timeout; /* Artifacts have a special timeout */ if (artifact != null) timeout = artifact.time; else timeout = kind.time; if(timeout == null) { timeout = new random_value(); } charge_time = Random.randcalc(timeout, 0, aspect.AVERAGE); /* Item has no timeout */ if (charge_time <= 0) return 0; /* No items are charging */ if (this.timeout <= 0) return 0; /* Calculate number charging based on timeout */ num_charging = (this.timeout + charge_time - 1) / charge_time; /* Number charging cannot exceed stack size */ if (num_charging > number) num_charging = number; return num_charging; }