public AttackResult Attack(String manueverName, HeroSystemCharacter defender) { Attack attack = (Attack)Manuevers[manueverName]; AttackResult result = attack.PerformAttack(defender); return(result); }
public HeroSystemCharacter LoadBaseCharacter(string name) { HeroSystemCharacter character = LoadBaseCharacter(); character.Name = name; return(character); }
public HeroSystemCharacter LoadBaseCharacter() { HeroSystemCharacter baseChar = new HeroSystemCharacter("Default Character"); // HeroSystemCharacter baseChar = new HeroSystemCharacter("Default Character", TableTopCharacterRepository); baseChar.STR.MaxValue = 10; baseChar.CON.MaxValue = 10; baseChar.DEX.MaxValue = 10; baseChar.BOD.MaxValue = 10; baseChar.PRE.MaxValue = 10; baseChar.INT.MaxValue = 10; baseChar.EGO.MaxValue = 10; baseChar.COM.MaxValue = 10; baseChar.PD.MaxValue = 2; baseChar.ED.MaxValue = 2; baseChar.SPD.MaxValue = 2; baseChar.STUN.MaxValue = 20; baseChar.END.MaxValue = 20; baseChar.DCV.MaxValue = 3; baseChar.OCV.MaxValue = 3; baseChar.RPD.MaxValue = 10; baseChar.RED.MaxValue = 10; Attack strike = new Strike(baseChar); return(baseChar); }
public void DeleteCharacter(HeroSystemCharacter character) { if (Characters.ContainsKey(character.Name)) { Characters.Remove(character.Name); } }
public void AddCharacter(HeroSystemCharacter character) { if (Characters.ContainsKey(character.Name)) { Characters.Remove(character.Name); } Characters[character.Name] = character; }
public void PeekAroundCoverToViewDefender(ProtectingCover cover, HeroSystemCharacter other) { cover.UpdateAmountOfConcealmentBeingProvidedToCharacterUnderCoverFromOtherCharacter(ConcealmentAmount.Partial, this, other); }
public void DuckBehindCoverHidingFrom(ProtectingCover cover, HeroSystemCharacter other) { cover.UpdateAmountOfConcealmentBeingProvidedToCharacterUnderCoverFromOtherCharacter(ConcealmentAmount.Full, this, other); }
public HeroCharacterState(HeroSystemCharacter character, CharacterStateType stateType) { Type = stateType; Character = character; }
public void RemoveFromCharacter() { Character.RemoveState(this.Type); Character = null; }
public bool RollCasualStrengthAgainst(HeroSystemCharacter versusCharacter) { return(RollAgainst(this.STRDamage / 2, versusCharacter.STR.STRDamage)); }
public PER(HeroSystemCharacter character) : base("PER", character) { }
public override bool RollAgainst(HeroSystemCharacter versusCharacter) { return(RollAgainst(this.STRDamage, versusCharacter.STR.STRDamage)); }
public STR(HeroSystemCharacter character) : base("STR", character) { }
public SPD(HeroSystemCharacter character) : base("SPD", character) { }
public virtual bool RollAgainst(HeroSystemCharacter versusCharacter) { return(RollAgainst((CurrentValue / 5), versusCharacter.Characteristics[this.Name].CurrentValue / 5)); }
public Charasteristic(string name, HeroSystemCharacter character) { Name = name; Character = character; character.Characteristics[Name] = this; }