public HealEffect(Warrior Attacker, int Effectiveness, int TriggerChance, string Origin) { this.attacker = Attacker; this.target = this.attacker; this.effectiveness = Effectiveness; this.triggerChance = TriggerChance; this.origin = Origin; }
public Run(Warrior Attacker) { this.attacker = Attacker; this.accuracyBonus = 100; this.speedBonus = 0; this.runSucceeds = true; }
public Attack(Warrior Attacker, Warrior Target, int Accuracy, int Strength, DamageType DamageType, Ability Proc) { this.damageType = DamageType; this.target = Target; this.attacker = Attacker; this.accuracy = Accuracy; this.strength = Strength; this.proc = Proc; }
private static Ability CreateUnarmed(int abilityid, Warrior attacker) { DamageType damageType = StatParser.ParseDamageType(AbilityStats.GetStat(abilityid, "damagetype")); int speedBonus = int.Parse(AbilityStats.GetStat(abilityid, "speed")); int accuracyBonus = int.Parse(AbilityStats.GetStat(abilityid, "accuracy")); Ability proc; int procid = int.Parse(AbilityStats.GetStat(abilityid, "proc")); if (procid != -1) proc = CreateAbility(attacker, procid); else proc = null; return new UnarmedAttack(attacker, damageType, speedBonus, accuracyBonus, proc); }
public static Ability CreateAbility(Warrior attacker, int abilityid) { if (abilityid == -1) { return null; } switch (AbilityStats.GetStat(abilityid, "type")) { case "unarmed": return CreateUnarmed(abilityid, attacker); default: return null; } }