public MeleeWeapon() { _damageType = weapon.DamageType.SLASHING; _damageRoll = new DamageRoll(1, 6); bonusDmg = 0; Name = "Simple sword"; Desc = "A sword of unremarkable make and design, forged from bronze."; }
public MeleeWeapon(DamageType damageType, DamageRoll damageRoll, string name, string desc, int modifier, int attacksPerTurn) { _damageType = damageType; _damageRoll = damageRoll; this.Name = name; this.Desc = desc; bonusDmg = modifier; AttacksPerTurn = attacksPerTurn; }
public MeleeWeapon(EnMeleeWeapons weaponType) { switch (weaponType) { case EnMeleeWeapons.AXE: { AttacksPerTurn = 1; _damageType = weapon.DamageType.SLASHING; _damageRoll = new DamageRoll(1, 8); Name = "Axe"; Desc = "A short-handled axe wrought from dirty iron with a cutting smile the breadth of a man's spread hand. Suitable for splitting skulls."; break; } case EnMeleeWeapons.SWORD: { AttacksPerTurn = 2; _damageType = weapon.DamageType.SLASHING; _damageRoll = new DamageRoll(1, 6); Name = "Sword"; Desc = "A sword forged of iron, twice the length of a man's forearm. Ideal for cutting threads."; break; } case EnMeleeWeapons.DAGGER: { AttacksPerTurn = 3; _damageType = weapon.DamageType.PIERCING; _damageRoll = new DamageRoll(1, 4); Name = "Dagger"; Desc = "A dagger exuding trouble."; break; } case EnMeleeWeapons.SPEAR: { AttacksPerTurn = 1; _damageType = weapon.DamageType.PIERCING; _damageRoll = new DamageRoll(1, 6); Name = "Spear"; Desc = "A short spear two-thirds the length of a man, capped with a jagged, bronze spearhead."; break; } case EnMeleeWeapons.MACE: { AttacksPerTurn = 1; _damageType = weapon.DamageType.BLUNT; _damageRoll = new DamageRoll(1, 6); Name = "Mace"; Desc = "An ugly, forged lump of iron decorated with brutal spikes of iron affixed atop a simple shaft of oak."; break; } case EnMeleeWeapons.GREATSWORD: { AttacksPerTurn = 1; _damageType = weapon.DamageType.SLASHING; _damageRoll = new DamageRoll(2, 6); Name = "Greatsword"; Desc = "A finely wrought greatsword, forged from iron and tempered by blood split on untold battlefields."; break; } case EnMeleeWeapons.CLUB: { AttacksPerTurn = 1; _damageType = weapon.DamageType.BLUNT; _damageRoll = new DamageRoll(1, 4); Name = "Club"; Desc = "A crude club fashioned from wood."; break; } } bonusDmg = 0; }