public Inventory(Character attachedChar) { attachedCharacter = attachedChar; Items = new List<Item>(); maxItems = gridWidth * gridHeight; newItems = new Queue<string>(); }
public override void Damage(float damage, Character dealer) { Destroy(); if (TRandom.Chance(0.1f)) dealer.Inventory.Items.Add(new HealthPotion()); else if (TRandom.Chance(0.1f)) dealer.Inventory.Add(new Lightstone()); else dealer.Inventory.Add(new Poison()); CellSpawner.DefineCellFromWorldPos(transform.Position, RoomData.Type.Passable); base.Damage(damage, dealer); }
public virtual void Use(Character user) { }
public override void Damage(float damage, Character dealer) { damageFlashAmount = 1; Health -= damage; base.Damage(damage, dealer); }
public override void Damage(float damage, Character dealer) { }
public virtual void Damage(float damage, Character dealer) { }