Exemplo n.º 1
0
        /// <summary>
        /// The main constructor for a character. All fields must be filled.
        /// </summary>
        /// <param name="_name">The name of the character</param>
        /// <param name="_level">The level of the character granted-</param>
        /// <param name="_basehp">The max amount of health the character</param>
        /// <param name="_curhp">The CURRENT amount of health</param>
        /// <param name="_charclass"> The class of the character</param>
        /// <param name="_curxp">The current amount of experience the character has</param>
        /// <param name="_str">The amount of strength the character has</param>
        /// <param name="_agi">The amount of agility the character has</param>
        /// <param name="_int">The amount of intellingence the character has</param>
        /// <param name="_armor">The armor of the character</param>
        /// <param name="_meleeattack">The melee attack damage of the character</param>
        /// <param name="_gear">The characters current gear</param>
        /// <param name="_gear">The characters inventory</param>
        public Character(string _name, int _level, int _basehp, int _curhp, EnumCharClass _charclass, int _curxp, int _str, int _agi, int _int, int _crit, int _armor, int _meleeattack, Gear _gear)
            : base(_name, _level, _basehp, _curhp)
        {
            this.charClass = _charclass;
            this.charCurrentXP = _curxp;
            this.baseStrength.IntValue = _str;
            this.baseAgility.IntValue = _agi;
            this.baseIntellingence.IntValue = _int;
            this.buffedStrength.IntValue = _str;
            this.buffedAgility.IntValue = _agi;
            this.buffedIntellingence.IntValue = _int;
            this.BaseCrit.IntValue = _crit;
            this.BuffedCrit.IntValue = _crit;
            this.BuffedAttackDamage.IntValue = _meleeattack;
            this.BaseArmor.IntValue = _armor;
            this.BaseAttackDamage.IntValue = _meleeattack;
            this.BuffedArmor.IntValue = _armor;
            this.BuffedAttackDamage.IntValue = _meleeattack;

            if (_gear == null)
                this.charGear = new Gear();
            else
                this.charGear = _gear;
            this.baseTurnPoints.IntValue = (this.UnitLevel / 10) + 1;
            this.currentTurnPoints = this.baseTurnPoints;

            this.UnitBuffsAndDebuffs = new List<Abilities.BuffsAndDebuffs>();
        }
Exemplo n.º 2
0
        private Core.Units.Gear GiveCharGear(Core.Units.Character character)
        {
            Core.Units.Gear gear = new Core.Units.Gear();

            switch (character.CharClass)
            {
                case RPG.Core.EnumCharClass.Warrior:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Warrior's Axe",EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Axe, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Warrior's Chestarmor",EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                case RPG.Core.EnumCharClass.Paladin:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Paladin's Sword", EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Sword, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Paladin's Chestarmor", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                case RPG.Core.EnumCharClass.Wizard:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Wizard's Staff", EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Staff, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Wizard's Chestarmor", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                case RPG.Core.EnumCharClass.Thief:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Thief's Dagger", EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Dagger, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Thief's Chestarmor", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                case RPG.Core.EnumCharClass.Caretaker:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Caretaker's Mace", EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Mace, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Caretaker's Chestarmor", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                case RPG.Core.EnumCharClass.Synergist:
                    gear.AddOrRemoveWeapon(new RPG.Core.Items.Weapon("Synergist's Bow", EnumItemType.Weapon, EnumItemQuality.Normal, 1, Core.Items.EnumWeaponType.Bow, 1), true);
                    gear.AddOrRemoveChestArmor(new RPG.Core.Items.Armor("Synergist's Chestarmor", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Chestarmor, 1), true);
                    break;
                default:
                    break;
            }

            gear.AddOrRemoveBattleCharm(new Core.Items.BattleCharm("Copper Coin", EnumItemType.Battlecharm, EnumItemQuality.Normal, 1), true);
            gear.AddOrRemoveBattleCharm(new Core.Items.BattleCharm("Metal Coin", EnumItemType.Battlecharm, EnumItemQuality.Normal, 1), true);
            gear.BattleCharms[0].AddAttributeToItem(EnumAttributeType.Health, 1);
            gear.BattleCharms[1].AddAttributeToItem(EnumAttributeType.Health, 1);
            gear.AddOrRemoveHeadArmor(new Core.Items.Armor("Headcloth", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Headarmor, 0), true);
            gear.AddOrRemoveLegArmor(new Core.Items.Armor("Loincloth", EnumItemType.Armor, EnumItemQuality.Normal, 1, Core.Items.EnumArmorType.Legarmor, 0), true);

            return gear;
        }