/// <summary> /// Generates Main Army /// </summary> private void genArmy() { if (sel_class.SelectedValue == "Fighter") GameState.CurrentState.mainChar = new Fighter(txt_name.Text); else if (sel_class.SelectedValue == "Archer") GameState.CurrentState.mainChar = new Archer(txt_name.Text); else if (sel_class.SelectedValue == "Healer") GameState.CurrentState.mainChar = new Healer(txt_name.Text); else if (sel_class.SelectedValue == "Caster") GameState.CurrentState.mainChar = new Caster(txt_name.Text); else if (sel_class.SelectedValue == "Scout") GameState.CurrentState.mainChar = new Scout(txt_name.Text); else GameState.CurrentState.mainChar = new Fighter(txt_name.Text); GameState.CurrentState.mainChar.toLvl(5); Army a = new Army(); Unit u = new Unit(GameState.CurrentState.mainChar); Fighter f1 = new Fighter("Patrick"); f1.toLvl(3); Archer a1 = new Archer("Violaine"); a1.toLvl(4); Character.Stats.Traits gat=new Character.Stats.Traits(); gat.norm(); gat.dex=10; Item ga=new Item("Art Bow", Item.Item_Type.WEAPON, 20, gat); a1.equipWeapon(ga); Caster cc = new Caster("Brendan"); cc.levelUp(); Healer h1 = new Healer("Sophie"); Scout s1 = new Scout("Steven"); u.set(3, 2, f1); u.set(3, 3, a1); u.set(0, 3, cc); u.set(1, 1, h1); a.Standby.Add(s1); a.Units.Add(u); a.setOrgAll("main"); Item i = new Item("Heal Potion", Item.Item_Type.CONSUMABLE, 100, new Character.Stats.Traits(), new Item.OtherEffect(10, 0)); a.Inventory.Items.Add(i); GameState.CurrentState.mainArmy = a; }
private void LoadMenus() { lbl_moneyAmount.Text = army.Money.ToString(); menu_name.clear(); menu_level.clear(); menu_class.clear(); menu_price.clear(); charLs.Clear(); foreach (Content.Recruit rc in Content.Instance.recruitLs) { if (GameState.CurrentState.turn < rc.req.turns) continue; if (GameState.CurrentState.getCaptureNum("main") < rc.req.captures) continue; if(GameState.CurrentState.isCaptured(rc.req.city, "main")) { Character c = new Fighter(""); if (rc.info.cClass == "Fighter") c = new Fighter(rc.info.name); else if (rc.info.cClass == "Archer") c = new Archer(rc.info.name); else if (rc.info.cClass == "Healer") c = new Healer(rc.info.name); else if (rc.info.cClass == "Caster") c = new Caster(rc.info.name); else if (rc.info.cClass == "Scout") c = new Scout(rc.info.name); for (int i = 1; i < rc.info.level; i++) c.levelUp(); charLs.Add(c.clone()); menu_name.add(new Link(rc.info.name)); menu_level.add(new Link(rc.info.level.ToString())); menu_class.add(new Link(rc.info.cClass)); menu_price.add(new Link(rc.info.price.ToString())); } } if(menu_name.Count == 0) { lbl_noHire.Visible = true; lbl_enter.Visible = false; lbl_enterAction.Visible = false; lbl_v.Visible = false; lbl_vAction.Visible = false; } }
/// <summary> /// Generates a Character that is of the given class /// </summary> /// <param name="ctype">Class of the generated Character</param> /// <param name="name">Name of the Character</param> /// <returns>Character of the given class or null if class type incorrect</returns> public static Character genClass(Class_Type ctype, String name) { Character c; if (ctype == Class_Type.ARCHER) c = new Archer(name); else if (ctype == Class_Type.CASTER) c = new Caster(name); else if (ctype == Class_Type.FIGHTER) c = new Fighter(name); else if (ctype == Class_Type.HEALER) c = new Healer(name); else if (ctype == Class_Type.SCOUT) c = new Scout(name); else c = null; return c; }
public static Character xmlToChar(XmlElement e) { Character c; String name = e.GetAttribute("name"); Character.Class_Type type = (Character.Class_Type)Enum.Parse(typeof(Character.Class_Type), e.GetAttribute("type")); if (type == Character.Class_Type.FIGHTER) c = new Fighter(name); else if (type == Character.Class_Type.ARCHER) c = new Archer(name); else if (type == Character.Class_Type.CASTER) c = new Caster(name); else if (type == Character.Class_Type.HEALER) c = new Healer(name); else if (type == Character.Class_Type.SCOUT) c = new Scout(name); else c = new Fighter(name); c.Lvl = int.Parse(e.GetAttribute("lvl")); c.Exp = int.Parse(e.GetAttribute("exp")); c.Organization=e.GetAttribute("org"); c.stats = stat(e["Stat"]); if (e.GetAttribute("main") == "main") GameState.CurrentState.mainChar = c; return c; }