public Chasseur(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Chasseur; Tiles = new Vector2( 1757 / 5, 3131 / 11); Portrait = PackTexture.ChasseurPortrait; packAnimation = new PackAnimation(); ProjectileSprite = PackTexture.projectiles[0]; Scale = 0.3f; // Statistiques Vie = VieMax = 350; Vitesse = 0.10f; Vitesse_Attaque = 0.6f; Portee = 15f; // 2 = Corps à corps Dommages = 80; Puissance = 10; Defense = 2; IsRanged = true; XPUnite = 200; spells = new List<Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Voleur(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique Scale = 0.4f; // Graphique Sprite = PackTexture.Assassin; Tiles = new Vector2(1757 / 5, 3150 / 11); Portrait = PackTexture.VoleurPortrait; packAnimation = new PackAnimation(); // Statistiques Vie = VieMax = 350; Vitesse = 0.12f; Vitesse_Attaque = 0.4f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 10; Defense = 3; DefenseMagique = 3; XPUnite = 200; spells = new List<Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Voleur(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique Scale = 0.4f; // Graphique Sprite = PackTexture.Assassin; Tiles = new Vector2(1757 / 5, 3150 / 11); Portrait = PackTexture.VoleurPortrait; packAnimation = new PackAnimation(); // Statistiques Vie = VieMax = 350; Vitesse = 0.12f; Vitesse_Attaque = 0.4f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 10; Defense = 3; DefenseMagique = 3; XPUnite = 200; spells = new List <Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Soin(Unite u, bool useMana = true) : base(u) { idSort = 6; Cooldown = 1; Ticks = 1; if (useMana) { CoutMana = 15; } else { CoutMana = 0; } Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[1]; SpriteEffect = PackTexture.sorts[1]; sonSort = new EffetSonore(PackSon.Soin); description1 = new Text("DescriptionSoin1"); description2 = new Text("DescriptionSoin2"); }
public Chasseur(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Chasseur; Tiles = new Vector2(1757 / 5, 3131 / 11); Portrait = PackTexture.ChasseurPortrait; packAnimation = new PackAnimation(); ProjectileSprite = PackTexture.projectiles[0]; Scale = 0.3f; // Statistiques Vie = VieMax = 350; Vitesse = 0.10f; Vitesse_Attaque = 0.6f; Portee = 15f; // 2 = Corps à corps Dommages = 80; Puissance = 10; Defense = 2; IsRanged = true; XPUnite = 200; spells = new List <Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Tempete(Unite u, bool useMana = true) : base(u) { idSort = 7; Cooldown = 5; Ticks = 200; CoutMana = 50; Animation = PackAnimation.Explosion(); AnimationReset = PackAnimation.Explosion(); Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[13]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.Explosion); description1 = new Text("DescriptionTempete1"); description2 = new Text("DescriptionTempete2"); }
public Objet(Vector2 Position) { // Général this.ObjectifListe = new List<Noeud> { }; CanAttack = true; // Physique largeurPhysique = 1; CreateBody(largeurPhysique, Position); // Graphique this.Sprite = PackTexture.blank; this.Animation = new List<Vector2> { }; this.Dialogue = new List<Text> { }; this.packAnimation = new PackAnimation(); this.direction = Direction.Bas; this.FlipH = false; }
public Explosion(Unite u, bool useMana = true) : base(u) { idSort = 1; Cooldown = 2; Ticks = 1; CoutMana = 10; Animation = PackAnimation.Explosion(); AnimationReset = PackAnimation.Explosion(); Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = true; SpriteBouton = PackTexture.boutons[0]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.Explosion); description1 = new Text("DescriptionExplosion1"); description2 = new Text("DescriptionExplosion2"); description3 = new Text("DescriptionExplosion3"); }
public RegenMana(Unite u, bool useMana = true) : base(u) { idSort = 5; Cooldown = 2; Ticks = 1; if (useMana) { CoutMana = 500; } else { CoutMana = 0; } Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[2]; SpriteEffect = PackTexture.sorts[2]; sonSort = new EffetSonore(PackSon.Soin); }
public Objet(Vector2 Position) { // Général this.ObjectifListe = new List <Noeud> { }; CanAttack = true; // Physique largeurPhysique = 1; CreateBody(largeurPhysique, Position); // Graphique this.Sprite = PackTexture.blank; this.Animation = new List <Vector2> { }; this.Dialogue = new List <Text> { }; this.packAnimation = new PackAnimation(); this.direction = Direction.Bas; this.FlipH = false; }