public StatusCharacter( string classname, string name, int role, StatusEquip e, ParamSkillLevels social, int INT, float HP, float MOV, float CP, float DEX, float RNGmin, float RNGmax, float SIGmin, float SIGmax ) : base(classname, name, (growparam.characteristic)role) { this.equip = e; this.skillLVsSocial = social; this.INT = new INT(INT); this.HP = new HP(HP, this.role); this.MOV = new MOV(MOV, this.role); this.CP = new CP(CP, this.role); this.DEX = new DEX(DEX, this.role); }
public StatusParty( string classname, List <StatusCharacter> members, int[] ids, ParamSkillLevels physical, int lvr = 0, int lvg = 0, int lvc = 0, List <IdentifierEquip> items = null) : base(classname, members, ids) { this.skillLVsPhysical = physical; // 値の範囲内でランダムに決めたい lv = new LVparty(playerLvp + lvr); lv = new LVparty(playerLvg + lvg); lv = new LVparty(playerLvc + lvc); this.items = items is null ? new List <IdentifierEquip>() { } : items; }
public SkillOperative(string name, growparam.socialSkill id, ParamSkillLevels r) : base(name, id, r) { }
public SkillSelf(string name, growparam.socialSkill id, ParamSkillLevels r) : base(name, id, r) { }
public IdentifierSocialSkill(string name, growparam.socialSkill id, ParamSkillLevels r) : base(name) { this.id = id; req = r; }