/// <summary> /// Reset the agents current stats to their base value /// </summary> public void ResetAllStatsToBase() { CurrentStats = new AgentStats() { attack = BaseStats.attack, defense = BaseStats.defense, magic_attack = BaseStats.magic_attack, magic_defense = BaseStats.magic_defense, speed = BaseStats.speed, luck = BaseStats.luck, healthPoints = CurrentStats.healthPoints }; }
public BaseBattleAgent(AgentStats stats, List <MoveModel> moveSet, BattleEnums.Owner owner, Sprite sprite) { BaseStats = new AgentStats() { agentName = stats.agentName, attack = stats.attack, defense = stats.defense, magic_attack = stats.magic_attack, magic_defense = stats.magic_defense, speed = stats.speed, healthPoints = stats.healthPoints, luck = stats.luck, level = stats.level, expToNextLevel = stats.expToNextLevel, totalExp = stats.totalExp }; CurrentStats = new AgentStats() { agentName = stats.agentName, attack = stats.attack, defense = stats.defense, magic_attack = stats.magic_attack, magic_defense = stats.magic_defense, speed = stats.speed, healthPoints = stats.healthPoints, luck = stats.luck, level = stats.level, expToNextLevel = stats.expToNextLevel, totalExp = stats.totalExp }; MoveSet = moveSet; FighterStatus = BattleEnums.FighterStatus.OK; CurrentStatus = BattleEnums.StatusEffects.NONE; CurrentSecondaryStatus = BattleEnums.SecondaryStatusEffects.NONE; AgentOwner = owner; BuffList = new List <Buff>(); DebuffList = new List <Debuff>(); AgentSprite = sprite; }
public PlayerBattleAgent(AgentStats stats, List <MoveModel> moveSet, Sprite sprite) : base(stats, moveSet, BattleEnums.Owner.PLAYER, sprite) { }
public EnemyBattleAgent(AgentStats stats, List <MoveModel> moveSet, Sprite sprite, IEnemyAI ai) : base(stats, moveSet, BattleEnums.Owner.AI, sprite) { AI = ai; }