//skal bruge et array af data for at oprette en entity, kaldet data //0 er navn, 1 er level, 2 er health, 3 er mana, 4 er pdamage, 5 er mdamage, 6 er resist public Entity(string name, int lvl, int health, int mana, int pDamage, int mDamage, Resist res, int dodge, Skill[] skills, string pic) { _name = name; _level = lvl; _maxHealth = health; _maxMana = mana; _health = _maxHealth; _mana = _maxMana; _physicalDamage = pDamage; _magicalDamage = mDamage; _critChance = 0; //placeholder _res = res; _dodge = dodge; _knownSkills = skills.ToList(); _isBlocking = false; _effects = new List <Effect>(); _state = 4; _turnsFrozen = 0; _pic = pic; }
public Item(string name, string type, Damage dmg, int bonusHealth, int bonusMana, int bonusPhysicalDamage, int bonusMagicalDamage, Resist bonusResist, int bonusDodge, int cDurabiliy, int mDurability, Effect script, string image, string lore) { Name = name; Type = type; Dmg = dmg; BonusHealth = bonusHealth; BonusMana = bonusMana; BonusPhysicalDamage = bonusPhysicalDamage; BonusMagicalDamage = bonusMagicalDamage; BonusResist = bonusResist; BonusDodge = bonusDodge; CurrentDurability = cDurabiliy; MaxDurability = mDurability; Image = image; Lore = lore; }
public Entity(Entity blueprint) { _name = blueprint.GetName(); _level = blueprint.GetLevel(); _health = blueprint.GetMaxHealth(); _maxHealth = blueprint.GetMaxHealth(); _mana = blueprint.GetMaxMana(); _maxMana = blueprint.GetMaxMana(); _physicalDamage = blueprint.GetpBonus(); _magicalDamage = blueprint.GetmBonus(); _critChance = blueprint.GetCriticalChance(); _res = blueprint.GetResistances(); _dodge = blueprint.GetDodge(); _isBlocking = false; _knownSkills = blueprint._knownSkills; _pic = blueprint.GetPic(); _state = 4; //Alive _effects = new List <Effect>(); }
public Enemy(string name, int lvl, int health, int mana, int pdamage, int mdamage, Resist res, int dodge, Skill[] skills, Item[] iReward, int gReward, int eReward, int areaId, string pic) : base(name, lvl, health, mana, pdamage, mdamage, res, dodge, skills, pic) { _experienceReward = eReward; _goldReward = gReward; _lootReward = iReward; _areaId = areaId; }
private List <int> _eventsTouched; //markers for special options in events/quests public Player(string name, int lvl, int health, int mana, int pdamage, int mdamage, Resist res, int dodge, Skill[] skills, PlayerAttributes att, List <int> currentQuests, List <int> completedQuests, List <int> eventsTouched, int gold, int exp, string pic) : base(name, lvl, health, mana, pdamage, mdamage, res, dodge, skills, pic) { _experiencePoints = exp; _gold = gold; Att = att; _currentQuests = currentQuests; _completedQuests = completedQuests; _eventsTouched = eventsTouched; }