public override string ToString() { string Text = skillType.ToString(); Text += " " + Math.Round((MainMod.IndividualSkillLeveling ? Progress * 100 / MaxProgress : Progress * 100), 2) + "%"; return(Text); }
public SkillBasicData(SkillTypes _SkillTypes, string _skillName, int _skillIndex, string _basicExplanation) { skillName = _skillName; skillTypes = _SkillTypes.ToString(); skillIndex = _skillIndex; basicExplanation = _basicExplanation; }
public SkillBasicData(SkillTypes _SkillTypes, string _skillName, int _skillIndex, int _manaCost, int _skillCoolTime, string _basicExplanation) { skillName = _skillName; skillTypes = _SkillTypes.ToString(); skillIndex = _skillIndex; skillCoolTime = _skillCoolTime; manaCost = _manaCost; basicExplanation = _basicExplanation; }
private void RemoveSkill(Character chr, SkillTypes skill) { State st = chr.States.FindProperty <State>((p) => p.Name == skill.ToString() && p.CustomState.BooleanValue); if (st != null) { ; } chr.States.Remove(st); }
private void RollSkill(Character c, SkillTypes skill) { // has skill already if (c.States.FindProperties <State>(s => s.CustomState.BooleanValue && s.Name == skill.ToString()).Count() > 0) { return; } int skillBonus = 0; Skill skillRef = c.Skills.FindProperty <Skill>((s) => s.Name == skill.ToString()); if (skillRef != null) { skillBonus += skillRef.IntegerValue; } int roll = RollerEngine.ExecuteExpression("d20 + " + skillBonus); State sss = c.States.NewState(); sss.CustomState.BooleanValue = true; sss.Name = skill.ToString(); sss.Duration.IntegerValue = -1; sss.Value = roll.ToString(); }
public SkillLevelViewModel(SkillTypes skill) { Skill = skill.ToString(); }
public Skill(SkillTypes skillType, int value) : base(skillType.ToString(), value) { }