/* --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- */ public EquipmentList() { characteristic = Characteristic.CreateEmpty(); partLength = Enum.GetValues(typeof(PartOfEquipment)).Length; weaponSlot = ( int )PartOfEquipment.Weapon; slots = new Dictionary <int, int>(); for (iterator = 0; iterator < partLength; iterator++) { slots[iterator] = -1; } }
public Effect(bool isPassive, Personage sender, Personage target = null) { nameId = 5; iconID = 0; Timer = 0f; Count = 0; IsPassive = isPassive; Dispellable = true; NoLongerNeeded = false; CurrentCharacteristic = Characteristic.CreateEmpty(); Sender = sender; Target = target; }
public EffectList() { effects = new List <Effect>(); iterator = 0; characteristic = Characteristic.CreateEmpty(); }
/* --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- */ private void calculateCharacteristic() { baseCharacteristic = Characteristic.CreateBase(level, rank); currentCharacteristic = Characteristic.CreateEmpty(); updateCharacteristic(); }