public AttackSkill(string name, int power, int affinityIndex) : base(name, power) { if (power > 0 && power <= 10) { Power = power; } else if (power <= 0) { Power = 1; } else if (power > 10) { Power = 10; } affinityArray = new Affinity(); newAffinities = affinityArray.ReturnAffinities(); if (affinityIndex >= newAffinities.Length) { MyAffinity = newAffinities[newAffinities.Length - 1]; } else if (affinityIndex < 0) { MyAffinity = newAffinities[0]; } else { MyAffinity = newAffinities[affinityIndex]; } }
public Critter(string name, int baseAttack, int baseDefense, int baseSpeed, int affinitieIndex, float hp) { affinityArray = new Affinity(); Moveset = new List <Skill>(); string[] newAffinities; Name = name; BaseAttack = baseAttack; BaseDefense = baseDefense; BaseSpeed = baseSpeed; CurrentDef = baseDefense; CurrentAtq = baseAttack; CurrentSpd = baseSpeed; //hacemos una validacion para no darle vida de zero a la criatura if (hp >= 0) { Hp = hp; } else { Hp = 200; } newAffinities = affinityArray.ReturnAffinities(); if (affinitieIndex >= newAffinities.Length) { Affinity = newAffinities[newAffinities.Length - 1]; } else if (affinitieIndex < 0) { Affinity = newAffinities[0]; } else { Affinity = newAffinities[affinitieIndex]; } }