public Weapon(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, allowableClasses) { NumberHands = hands; AttackValue = attackValue; AttackModifier = attackModifier; DamageValue = damageValue; DamageModifier = damageModifier; }
public Weapon(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, allowableClasses) { NumberHands = hands; AttackValue = attackValue; AttackModifier = attackModifier; DamageValue = damageValue; DamageModifier = damageModifier; }
public Dagger(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = "Shadow Daggers"; weaponType = "Dagger"; price = 0; weight = 1.2f; hands = NumOfHands.One; attackValue = 155; attackModifier = 0; damageValue = 40; damageModifier = 0; }
public Keyboard(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = ""; weaponType = "Keyboard"; price = 0; weight = 0; hands = NumOfHands.Three; attackValue = 250; attackModifier = 0; damageValue = 110; damageModifier = 0; }
public Dagger(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = "Shadow Daggers"; weaponType = "Dagger"; price = 0; weight = 1.2f; hands = NumOfHands.One; attackValue = 155; attackModifier = 0; damageValue = 40; damageModifier = 0; }
public Bow(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = "Thori'dal, the Stars' Fury"; weaponType = "Bow"; price = 2500; weight = 5.6f; hands = NumOfHands.Two; attackValue = 160; attackModifier = 0; damageValue = 45; damageModifier = 0; // allowableClasses = ChichoMitko; // allowableClasses na vseki weap trqa da e samo za klasa za koito stava weapona, how to?!? }
public Bow(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = "Thori'dal, the Stars' Fury"; weaponType = "Bow"; price = 2500; weight = 5.6f; hands = NumOfHands.Two; attackValue = 160; attackModifier = 0; damageValue = 45; damageModifier = 0; // allowableClasses = ChichoMitko; // allowableClasses na vseki weap trqa da e samo za klasa za koito stava weapona, how to?!? }
public Keyboard(string weaponName, string weaponType, int price, float weight, NumOfHands hands, int attackValue, int attackModifier, int damageValue, int damageModifier, params Type[] allowableClasses) : base(weaponName, weaponType, price, weight, hands, attackValue, attackModifier, damageValue, damageModifier, allowableClasses) { weaponName = ""; weaponType = "Keyboard"; price = 0; weight = 0; hands = NumOfHands.Three; attackValue = 250; attackModifier = 0; damageValue = 110; damageModifier = 0; }