Exemplo n.º 1
0
 public ability(string name, List<effect> effects, bool onSelf, bool passive, mastery req, Stats stats_req)
 {
     Name = name;
     Effects = effects;
     OnSelf = onSelf;
     Passive = passive;
     MasteryRequirments = req;
     StatsRequirments = stats_req;
 }
Exemplo n.º 2
0
        /// <summary>
        /// Constructor
        /// </summary>
        public creature(bodypart h, bodypart b, bodypart l, bodypart a1, string name = " ")
        {
            myStats = new Stats();
            Mastery = new mastery();
            effects = new List<effect>();
            Abilities = new List<ability>();
            AllAbilities = new Dictionary<ability, bool>();

            //TODO Update the generic body parts as it is changed!!!
            BodyParts = new Dictionary<slots, bodypart>();
            AddBodyPart(h,slots.Head);
            AddBodyPart(b,slots.Body);
            AddBodyPart(l,slots.Legs);
            AddBodyPart(a1, slots.Accessory1);
            Accessory2Locked = true;
            Name = name;
        }
Exemplo n.º 3
0
        static void Test1()
        {
            creature testCreature1 = new creature("Proteus");
            testCreature1.PrintStats();
            mastery tempM = new mastery();
            tempM.SetClassMastery(bodypart.ClassTypes.ColdBlooded, 10, 10, 10, 10);
            tempM.SetClassMastery(bodypart.ClassTypes.Invertebrate, 10, 10, 10, 10);
            tempM.SetClassMastery(bodypart.ClassTypes.WarmBlooded, 10, 10, 10, 10);

            testCreature1.Mastery = tempM;

            bodypart head1 = new bodypart(bodypart.ClassTypes.Invertebrate, bodypart.PartTypes.Head, "test head1", 5, 3, 1, 2, 6);
            head1.AddAbility(new ability("bite!", new List<effect>() { new effect(Stats.statsType.CURRENT_HEALTH, -10, 1, true, false) }, false, false, new mastery(), new Stats(10, 10, 10, 10, 10)));
            bodypart Body1 = new bodypart(bodypart.ClassTypes.ColdBlooded, bodypart.PartTypes.Body, "Body 1", 2, 4, 5, 7, 8);
            bodypart Legs1 = new bodypart(bodypart.ClassTypes.ColdBlooded, bodypart.PartTypes.Legs, "Legs 1", 1, 3, 5, 3, 9);
            bodypart Accessory1 = new bodypart(bodypart.ClassTypes.ColdBlooded, bodypart.PartTypes.Accessory, "Accessory 1", 4, 1, 2, 1, 7);

            testCreature1.AddBodyPart(head1, creature.slots.Head);
            testCreature1.AddBodyPart(Body1, creature.slots.Body);
            testCreature1.AddBodyPart(Legs1, creature.slots.Legs);
            testCreature1.AddBodyPart(Accessory1, creature.slots.Accessory1);

            testCreature1.PrintBodyParts();
            testCreature1.PrintStats();
            testCreature1.PrintEffects();

            bodypart Accessory2 = new bodypart(bodypart.ClassTypes.ColdBlooded, bodypart.PartTypes.Accessory, "Body 1", 4, 1, 2, 1, 0);

            testCreature1.AddBodyPart(Accessory2, creature.slots.Accessory1);
            testCreature1.PrintStats();
            testCreature1.PrintAbilities();
        }