public Character(string _name, Class _class, int _level, int _expToNext, int _maxHealth, int _currentHealth, int _maxMana, int _currentMana, int _money, int _strength, int _agility, int _intelligence, int _speed, IDictionary<string, Ability> _abilities, ICollection<ItemStack> _inventory, Weapon _weapon, Armour _chest, Armour _helm, Armour _gloves, Armour _boots, Armour _legs) { name = _name; charClass = _class; level = _level; expToNext = _expToNext; maxHealth = _maxHealth; currentHealth = _currentHealth; maxMana = _maxMana; currentMana = _currentMana; money = _money; strength = _strength; agility = _agility; intelligence = _intelligence; speed = _speed; type = _class.type; abilities = new Dictionary<string, Ability>(_abilities); inventory = new List<ItemStack>(_inventory); weapon = _weapon; chest = _chest; helm = _helm; gloves = _gloves; boots = _boots; legs = _legs; dice = new D20(); buffs = new Effect(); }
public Ability(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect) { name = _name; description = _description; manaCost = _manacost; icon = _icon; abilityEffect = _abilityEffect; p_attackbonus = 0; }
public SelfAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect) : base(_name, _description, _manacost, _icon, _abilityEffect) { }
public MagicAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect, uint _attackBonus) : base(_name, _description, _manacost, _icon, _abilityEffect, _attackBonus) { }
public AttackAbility(string _name, string _description, int _manacost, Uri _icon, Effect _abilityEffect, float _attackBonus) : base(_name, _description, _manacost, _icon, _abilityEffect) { this.p_attackbonus = _attackBonus; }
public void applyEffect(Effect effect) { buffs.strength_mod *= effect.strength_mod; buffs.agility_mod *= effect.agility_mod; buffs.intelligence_mod *= effect.intelligence_mod; buffs.speed_mod *= effect.speed_mod; if (currentHealth + effect.health_restore >= maxHealth) { currentHealth = maxHealth; } else { currentHealth += (int)effect.health_restore; } }
public Creep(string _name, int _strength, int _agility, int _intelligence, int _speed, int _maxHealth, int _currentHealth, int _maxMana, int _currentMana, IDictionary<string, Ability> _abilities, ICollection<Item> _lootTable, int _moneyDrop, Uri _icon) { name = _name; strength = _strength; agility = _agility; intelligence = _intelligence; speed = _speed; maxHealth = _maxHealth; currentHealth = _currentHealth; maxMana = _maxMana; currentMana = _currentMana; icon = _icon; buffs = new Effect(); abilities = new Dictionary<string, Ability>(_abilities); lootTable = new List<Item>(_lootTable); moneyDrop = _moneyDrop; dice = new D20(); }
public void resetStats() { buffs = new Effect(); }