public Goblin() : base("Goblin", 12.0f) { a_strenght = new Attribute(2, 110); a_agility = new Attribute(4, 90); a_toughness = new Attribute(2, 110); s_combat = 3.0f; s_raiding = 3.0f; s_defender = 3.0f; s_social = 3.0f; s_gatherer = 3.0f; s_crafter = 3.0f; //Add relevant body parts b_parts = new List <BodyPart>(); BodyPart arm1 = new BodyPart("Right Arm", 0.125f, BodyPart.BodyPartType.ARMS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm1.mayHold.Add(ItemSlot.HAND); BodyPart arm2 = new BodyPart("Left Arm", 0.125f, BodyPart.BodyPartType.ARMS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm2.mayHold.Add(ItemSlot.HAND); b_parts.Add(arm1); b_parts.Add(arm2); BodyPart leg1 = new BodyPart("Right Leg", 0.125f, BodyPart.BodyPartType.LEGS); BodyPart leg2 = new BodyPart("Left Leg", 0.125f, BodyPart.BodyPartType.LEGS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm1.AddOffence(1, 2, Weapon.Range.MELEE); leg1.AddMove(); leg2.AddMove(); b_parts.Add(leg1); b_parts.Add(leg2); BodyPart head = new BodyPart("Head", 0.125f, BodyPart.BodyPartType.HEAD); head.AddVital(); b_parts.Add(head); //Add equipment Weapon spear = new Weapon("Wood Spear", 10, 5, 10, false, Weapon.Range.MELEE); spear.perkTriggers.Add(PerkCondition.SPEAR); b_parts[0].heldItem = spear; }
public HumanMilitia() : base("Human Militia", 18.0f) { a_strenght = new Attribute(3, 100); a_agility = new Attribute(3, 100); a_toughness = new Attribute(3, 100); s_combat = 3.0f; s_raiding = 1.0f; s_defender = 4.0f; s_social = 5.0f; s_gatherer = 3.0f; s_crafter = 3.0f; //Add relevant body parts b_parts = new List <BodyPart>(); BodyPart body = new BodyPart("Body", 0.5f, BodyPart.BodyPartType.BODY); body.AddVital(); b_parts.Add(body); BodyPart arm1 = new BodyPart("Right Arm", 0.125f, BodyPart.BodyPartType.ARMS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm1.mayHold.Add(ItemSlot.HAND); BodyPart arm2 = new BodyPart("Left Arm", 0.125f, BodyPart.BodyPartType.ARMS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm2.mayHold.Add(ItemSlot.HAND); b_parts.Add(arm1); b_parts.Add(arm2); BodyPart leg1 = new BodyPart("Right Leg", 0.125f, BodyPart.BodyPartType.LEGS); BodyPart leg2 = new BodyPart("Left Leg", 0.125f, BodyPart.BodyPartType.LEGS); arm1.AddOffence(1, 2, Weapon.Range.MELEE); arm1.AddOffence(1, 2, Weapon.Range.MELEE); leg1.AddMove(); leg2.AddMove(); b_parts.Add(leg1); b_parts.Add(leg2); BodyPart head = new BodyPart("Head", 0.125f, BodyPart.BodyPartType.HEAD); head.AddVital(); b_parts.Add(head); //Add equipment Weapon sword = new Weapon("Short Sword", 10, 7, 7, false, Weapon.Range.MELEE); sword.perkTriggers.Add(PerkCondition.SWORD); EquipWeapon(sword); Armor bodyA = new Armor("Chain Mail", 100, 25, BodyPart.BodyPartType.BODY); Armor glove1 = new Armor("Chain Mail Glove", 100, 25, BodyPart.BodyPartType.ARMS); Armor glove2 = new Armor("Chain Mail Glove", 100, 25, BodyPart.BodyPartType.ARMS); Armor boot1 = new Armor("Iron Boot", 100, 25, BodyPart.BodyPartType.LEGS); Armor boot2 = new Armor("Iron Boot", 100, 25, BodyPart.BodyPartType.LEGS); EquipArmor(bodyA); EquipArmor(glove1); EquipArmor(glove2); EquipArmor(boot1); EquipArmor(boot2); //Order body parts by size b_parts = b_parts.OrderByDescending(x => x.size).ToList(); }