public void FillTalents() { TalentData data = new TalentData { Name = "Bash", TalentPrerequisites = new string[0], LevelRequirement = 1, TalentType = TalentType.Activated, ActivationCost = 5, AllowedClasses = new string[] { "Warrior" }, AttributeRequirements = new Dictionary <string, int>() { { "Strength", 10 } } }; DamageEffectData effect = new DamageEffectData { AttackType = AttackType.Health, DamageType = DamageType.Crushing, DieType = DieType.D8, Modifier = 2, Name = "Bash", NumberOfDice = 2 }; data.Effects = new string[] { effect.ToString() }; talentData.Add("Bash", data); data = new TalentData() { Name = "Below The Belt", TalentPrerequisites = new string[0], LevelRequirement = 1, TalentType = TalentType.Activated, ActivationCost = 5, AllowedClasses = new string[] { "Rogue" }, AttributeRequirements = new Dictionary <string, int>() { { "Dexterity", 10 } } }; effect = new DamageEffectData() { AttackType = AttackType.Health, DamageType = DamageType.Piercing, DieType = DieType.D4, Modifier = 2, Name = "Below The Belt", NumberOfDice = 3 }; data.Effects = new string[] { effect.ToString() }; talentData.Add("Below The Belt", data); }
public void FillSpellData() { SpellData data = new SpellData() { Name = "Spark Jolt", SpellPrerequisites = new string[0], SpellType = SpellType.Activated, LevelRequirement = 1, ActivationCost = 8, AllowedClasses = new string[] { "Wizard" }, AttributeRequirements = new Dictionary <string, int>() { { "Magic", 10 } } }; DamageEffectData effect = new DamageEffectData { Name = "Spark Jolt", AttackType = AttackType.Health, DamageType = DamageType.Air, DieType = DieType.D6, NumberOfDice = 3, Modifier = 2 }; data.Effects = new string[] { effect.ToString() }; spellData.Add("Spark Jolt", data); data = new SpellData() { Name = "Mend", SpellPrerequisites = new string[0], SpellType = SpellType.Activated, LevelRequirement = 1, ActivationCost = 6, AllowedClasses = new string[] { "Priest" }, AttributeRequirements = new Dictionary <string, int>() { { "Magic", 10 } } }; HealEffectData healEffect = new HealEffectData() { Name = "Mend", HealType = HealType.Health, DieType = DieType.D8, NumberOfDice = 2, Modifier = 2 }; data.Effects = new string[] { healEffect.ToString() }; spellData.Add("Mend", data); }
public override string ToString() { string weaponString = Name + ", "; weaponString += Type + ", "; weaponString += Price.ToString() + ", "; weaponString += Weight.ToString() + ", "; weaponString += NumberHands.ToString() + ", "; weaponString += AttackValue.ToString() + ", "; weaponString += AttackModifier.ToString() + ", "; weaponString += DamageEffectData.ToString(); foreach (string s in AllowableClasses) { weaponString += ", " + s; } return(weaponString); }