public Item(String fname, Item_Type ftype, int fcost, Character.Stats.Traits fmod, OtherEffect fce) { effect = fce; cost = fcost; mod = fmod; name = fname; type = ftype; }
public Item(String fname, Item_Type ftype, int fcost, Character.Stats.Traits fmod) { effect = new OtherEffect(); effect.hp = 0; effect.mp = 0; cost = fcost; mod = fmod; name = fname; type = ftype; }
/// <summary> /// Generates Main Army /// </summary> private void genArmy() { if (sel_class.SelectedValue == "Fighter") GameState.CurrentState.mainChar = new Fighter(txt_name.Text); else if (sel_class.SelectedValue == "Archer") GameState.CurrentState.mainChar = new Archer(txt_name.Text); else if (sel_class.SelectedValue == "Healer") GameState.CurrentState.mainChar = new Healer(txt_name.Text); else if (sel_class.SelectedValue == "Caster") GameState.CurrentState.mainChar = new Caster(txt_name.Text); else if (sel_class.SelectedValue == "Scout") GameState.CurrentState.mainChar = new Scout(txt_name.Text); else GameState.CurrentState.mainChar = new Fighter(txt_name.Text); GameState.CurrentState.mainChar.toLvl(5); Army a = new Army(); Unit u = new Unit(GameState.CurrentState.mainChar); Fighter f1 = new Fighter("Patrick"); f1.toLvl(3); Archer a1 = new Archer("Violaine"); a1.toLvl(4); Character.Stats.Traits gat=new Character.Stats.Traits(); gat.norm(); gat.dex=10; Item ga=new Item("Art Bow", Item.Item_Type.WEAPON, 20, gat); a1.equipWeapon(ga); Caster cc = new Caster("Brendan"); cc.levelUp(); Healer h1 = new Healer("Sophie"); Scout s1 = new Scout("Steven"); u.set(3, 2, f1); u.set(3, 3, a1); u.set(0, 3, cc); u.set(1, 1, h1); a.Standby.Add(s1); a.Units.Add(u); a.setOrgAll("main"); Item i = new Item("Heal Potion", Item.Item_Type.CONSUMABLE, 100, new Character.Stats.Traits(), new Item.OtherEffect(10, 0)); a.Inventory.Items.Add(i); GameState.CurrentState.mainArmy = a; }