public CreatureVital(ICreatureStats creature, Ability ability, double regenRate) { this._backer = new AceObjectPropertiesAttribute2nd(); this.creature = creature; this.RegenRate = regenRate; Ability = ability; }
public uint CalcBase(ICreatureStats stats) { uint sum = 0; if (((uint)Abilities & (uint)Ability.Coordination) != 0) { sum += stats.Coordination; } if (((uint)Abilities & (uint)Ability.Endurance) != 0) { sum += stats.Endurance; } if (((uint)Abilities & (uint)Ability.Focus) != 0) { sum += stats.Focus; } if (((uint)Abilities & (uint)Ability.Quickness) != 0) { sum += stats.Quickness; } if (((uint)Abilities & (uint)Ability.Self) != 0) { sum += stats.Self; } if (((uint)Abilities & (uint)Ability.Strength) != 0) { sum += stats.Strength; } return((uint)Math.Ceiling((double)(sum * AbilityMultiplier) / Divisor)); }
public CreatureSkill(ICreatureStats character, Skill skill, SkillStatus status, uint ranks, uint xpSpent) { this.character = character; _backer = new AceObjectPropertiesSkill(); _backer.AceObjectId = character.AceObjectId; Skill = skill; Status = status; Ranks = ranks; ExperienceSpent = xpSpent; }
public CreatureSkill(ICreatureStats character, AceObjectPropertiesSkill skill) { this.character = character; _backer = skill; }
public CreatureAbility(ICreatureStats creature, Ability ability) { this.creature = creature; Ability = ability; }
public CreatureVital(ICreatureStats creature, AceObjectPropertiesAttribute2nd props) { this._backer = props; this.creature = creature; this.RegenRate = Ability.GetRegenRate(); }
public CreatureVital(ICreatureStats creature, Ability ability, double regenRate) : base(ability) { this.creature = creature; this.RegenRate = regenRate; }