public EquipmentItem(string name, string category, double weight, int?price, int count, RuleSource source)
 {
     _name     = name;
     _category = category;
     _weight   = weight;
     _price    = price;
     _count    = count;
     _source   = source;
 }
 public ThiefManeuver(string name, string weapons, int?advantage, bool groupAdvantage,
                      string specificAdvantage, IList <Requirement> requirements, RuleSource source)
 {
     Name              = name;
     Weapons           = weapons;
     Advantage         = advantage;
     GroupAdvantage    = groupAdvantage;
     SpecificAdvantage = specificAdvantage;
     Requirements      = requirements;
     Source            = source;
 }
示例#3
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 public Race(string name, string femaleName, Dictionary <AttributeCode, int> racialAttributes, Dictionary <AttributeCode, int> genderModifier, List <string> racialAbilities, string racialSense, int averageHeight, int averageWeight, int baseSize, bool playable, RuleSource source)
 {
     Name             = name;
     FemaleName       = femaleName;
     RacialAttributes = racialAttributes;
     GenderModifier   = genderModifier;
     RacialAbilities  = racialAbilities;
     RacialSense      = racialSense;
     AverageHeight    = averageHeight;
     AverageWeight    = averageWeight;
     BaseSize         = baseSize;
     Playable         = playable;
     Source           = source;
 }
示例#4
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        public Ammo(string name, string category, double weight, int?price, int count, RuleSource source, int?neededStrength, int attack, int damage, string damageType, int range)
        {
            _name     = name;
            _category = category;
            _weight   = weight;
            _price    = price;
            _count    = count;
            _source   = source;

            _neededStrength = neededStrength;
            _attack         = attack;
            _damage         = damage;
            _damageType     = damageType;
            _range          = range;
        }
示例#5
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        public Armor(string name, string category, double weight, int?price, int count, RuleSource source,
                     int?neededStrength, int restriction, int protection, bool isHelmet)
        {
            _name     = name;
            _category = category;
            _weight   = weight;
            _price    = price;
            _count    = count;
            _source   = source;

            _neededStrength = neededStrength;
            _restriction    = restriction;
            _protection     = protection;
            _isHelmet       = isHelmet;
        }
示例#6
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        public Shield(string name, string category, double weight, int?price, int count, RuleSource source,
                      Guid guid, string weaponCategory, int?neededStrength, int attack, int damage, string damageType, int block, int?restriction)
        {
            _name     = name;
            _category = category;
            _weight   = weight;
            _price    = price;
            _count    = count;
            _source   = source;

            _guid           = guid;
            _weaponCategory = weaponCategory;
            _neededStrength = neededStrength;
            _attack         = attack;
            _damage         = damage;
            _damageType     = damageType;
            _block          = block;
            _restriction    = restriction;
        }
示例#7
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        public MeleeWeapon(string name, string category, double weight, int?price, int count, RuleSource source,
                           Guid guid, string weaponCategory, int?neededStrength, int?length, int attack, int damage, string damageType, int block, bool isTwoHanded)
        {
            _name     = name;
            _category = category;
            _weight   = weight;
            _price    = price;
            _count    = count;
            _source   = source;

            _guid           = guid;
            _weaponCategory = weaponCategory;
            _neededStrength = neededStrength;
            _length         = length;
            _attack         = attack;
            _damage         = damage;
            _damageType     = damageType;
            _block          = block;
            _isTwoHanded    = isTwoHanded;
        }