protected Character(string name, Race characterRace, Dictionary <Attribute, int> attributes, int hitPoints, int experiencePoints) { Name = name; CharactersRace = characterRace; Attributes = attributes; this.hitPoints = hitPoints; ExperiencePoints = experiencePoints; Inventory = new List <EquipmentItems>(); EquippedInRightHand = null; EquippedInLeftHand = null; EquippedToBody = null; CharacterId = 0; StrBonus_ToHitMeleeBonus_DamageBonus_ToOpenDoorBonus = AttributeBonuses.GetStrenghtBonus(Attributes[Attribute.Strength]); DexBonus_ToHitMissilesBonus = AttributeBonuses.GetDexterity_ToHitMissilesBonus(Attributes[Attribute.Dexterity]); DexBonus_AcAdjustment = AttributeBonuses.GetDexterity_AcAdjustmentBonus(Attributes[Attribute.Dexterity]); DexBonus_InitiativeAdjustment = AttributeBonuses.GetDexterity_AcAdjustmentBonus(Attributes[Attribute.Dexterity]); WisBonus_MagicBasedSavingThrowAdjustment = AttributeBonuses.GetWisdomBonus(Attributes[Attribute.Wisdom]); ConBonus_HitPointAdjustment = AttributeBonuses.GetConstitution_HitPointBonus(Attributes[Attribute.Constitution]); ChaBonus_ReactionAdjustment = AttributeBonuses.GetCharimsaBonus_ReactionAdjustment(Attributes[Attribute.Charisma]); ChaBonus_NoOfRetainers = AttributeBonuses.GetCharimsaBonus_NoOfRetainers(Attributes[Attribute.Charisma]); ChaBonus_RetainerMorale = AttributeBonuses.GetCharimsaBonus_RetainersMorale(Attributes[Attribute.Charisma]); SetArmourClass(); }
private void SetDexterityBonus(int value) { DexBonus_ToHitMissiles = AttributeBonuses.GetDexterity_ToHitMissilesBonus(value); DexBonus_AcAdjustment = AttributeBonuses.GetDexterity_AcAdjustmentBonus(value); DexBonus_InitiativeAdjustment = AttributeBonuses.GetDexterity_InitiativeBonus(value); }