private static int sequenceID = 0;// Генератор уникального кода героя public Creature(TypeCreature tc, BattleParticipant bp) { TypeCreature = tc; BattleParticipant = bp; ID = ++sequenceID; StateCreature = TypeCreature.PersistentStateHeroAtMap; // Применяем дефолтные способности Abilities.AddRange(TypeCreature.Abilities); Specialization = FormMain.Config.FindSpecialization("SpeedMove"); SecondarySkills.Add(FormMain.Config.FindSecondarySkill("Health")); // Берем оружие и доспехи MeleeWeapon = TypeCreature.WeaponMelee; RangeWeapon = TypeCreature.WeaponRange; Armour = TypeCreature.Armour; if (TypeCreature.MaxLevel > 1) { Level = 0; ParametersBase = new HeroParameters(TypeCreature.ParametersByHire); // Переходим на 1 уровень LevelUp(); ParametersWithAmmunition = new HeroParameters(ParametersBase); // UpdateBaseParameters(); } else { Level = 1; } }
public MainGuy() : base(name: "Main Guy the Cool", maxHp: 1000) { Abilities.AddRange(new List <Effect> { new Fireball(), }); }