public Slay(string name, Object_Flag object_flag, Monster_Flag monster_flag, Monster_Flag resist_flag, int mult, string range_verb, string melee_verb, string active_verb, string desc, string brand) { this.value = counter++; this.name = name; this.object_flag = object_flag; this.monster_flag = monster_flag; this.resist_flag = resist_flag; this.mult = mult; this.range_verb = range_verb; this.melee_verb = melee_verb; this.active_verb = active_verb; this.desc = desc; this.brand = brand; list.Add(this); }
Monster_Flag resist_flag; /* Which monster flag(s) make it resist */ #endregion Fields #region Constructors public Slay(string name, Object_Flag object_flag, Monster_Flag monster_flag, Monster_Flag resist_flag, int mult, string range_verb, string melee_verb, string active_verb, string desc, string brand) { this.value = counter++; this.name = name; this.object_flag = object_flag; this.monster_flag = monster_flag; this.resist_flag = resist_flag; this.mult = mult; this.range_verb = range_verb; this.melee_verb = melee_verb; this.active_verb = active_verb; this.desc = desc; this.brand = brand; list.Add(this); }
public GF(string name, string desc, Object_Flag resist, int num, random_value denom, Timed_Effect opp, Object_Flag immunity, bool side_immune, Object_Flag vuln, Monster_Flag mon_res, Monster_Flag mon_vuln, Object_Flag obj_hates, Object_Flag obj_imm) { value = counter++; this.name = name; this.desc = desc; this.resist = resist; this.num = num; this.denom = denom; this.opp = opp; this.immunity = immunity; this.side_immune = side_immune; this.vuln = vuln; this.mon_res = mon_res; this.mon_vuln = mon_vuln; this.obj_hates = obj_hates; this.obj_imm = obj_imm; list.Add(this); }