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java.lang.Objectjurpe.characters.Skill
public class Skill
Class type for any GURPS skill.
Field Summary | |
---|---|
int |
difficult
Difficulty: easy, medium, hard |
static int |
DX_BASED
Based upon DX |
static int |
EASY
Easy skill |
static int |
HARD
Difficult skill |
static int |
HT_BASED
Based upon HT |
static int |
IQ_BASED
Based upon intelligence (IQ) |
static int |
MEDIUM
Medium skill |
static int |
MENTAL_SK
Mental skill |
static int |
PHYSICAL_SK
Physical Ability |
static int |
ST_BASED
Based upon ST |
Constructor Summary | |
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Skill(java.lang.String aNome,
int aTipo,
int aDifficolta,
int basataSu,
int modifDefault,
double coeffParata,
int aBalanced)
Constructor (made with int values) |
|
Skill(java.lang.String xNome,
java.lang.String xTipo,
java.lang.String xDifficolta,
java.lang.String xBasata_su,
int xModif_default,
double xCoeff_parata,
int xBalanced)
Constructor (made with string values read from XML) |
Method Summary | |
---|---|
java.lang.String |
description()
Long description for skill. |
java.lang.String |
getBase()
Get String saying if skill is based upon IQ,DX,COS,ST |
static float |
getCostMentalSkillEasy(int persIQ,
int desiredLevel)
How many points you must spend to increase an Easy Mental skill. |
static float |
getCostMentalSkillHard(int persIQ,
int desiredLevel)
How many points you must spend to increase a Hard Physical skill |
static float |
getCostMentalSkillMedium(int persIQ,
int desiredLevel)
How many points you must spend to increase an Medium Mental skill. |
static float |
getCostPhysicalSkillEasy(int persDex,
int desiredLevel)
How many points you must spend to increase an Easy Physical skill. |
static float |
getCostPhysicalSkillHard(int persDex,
int desiredLevel)
How many points you must spend to increase a Hard Physical skill |
static float |
getCostPhysicalSkillMedium(int persDex,
int desiredLevel)
How many points you must spend to increase an Medium Physical skill. |
java.lang.String |
getDefault()
Returns string for default level, ie: "DX-5" |
java.lang.String |
getDifficolta()
Returns difficulty of skill (String for descriptions) |
int |
getIntBase()
Get static number for based upon, i.e.: INT_BASED, COS_BASED |
int |
getIntDifficulty()
Returns difficulty of skill (static number) |
int |
getModifier()
Returns default level for skill (along with "getBase" and/or "getIntBase") |
java.lang.String |
getName()
Returns name of skill |
java.lang.String |
getType()
Returns type of skill (mental or physical) |
boolean |
isBalanced()
Returns true if Skill is HandWeapon, and the particular Weapon is balanced. |
boolean |
isPhysical()
Returns true if it is a Physical skill |
boolean |
isWeapon()
Returns true if it is a Physical skill used for Weapons. |
java.lang.String |
toString()
Brief description of skill (name, only). |
Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Field Detail |
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public static final int EASY
public static final int MEDIUM
public static final int HARD
public static final int MENTAL_SK
public static final int PHYSICAL_SK
public static final int IQ_BASED
public static final int DX_BASED
public static final int ST_BASED
public static final int HT_BASED
public int difficult
Constructor Detail |
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public Skill(java.lang.String aNome, int aTipo, int aDifficolta, int basataSu, int modifDefault, double coeffParata, int aBalanced)
aNome
- Skill nameaTipo
- Skill type: physical or mental. Use static numbers
Abilita.AB_FISICA, Abilita.AB_MENTALE.aDifficolta
- Skill difficulty. Use static numbers Abilita.FACILE,
Abilita.DIFFICILE, Abilita.MEDIA.basataSu
- Based on which proprery: IQ, DX, COS, ST. Use corresponding
static number Abilita.INT_BASED and such.modifDefault
- Default level for skill. For instance, if ability is defaulted
at IQ-5 we will have: coeffParata
- For skills that have Parry modifiers.aBalanced
- Balanced coefficient.public Skill(java.lang.String xNome, java.lang.String xTipo, java.lang.String xDifficolta, java.lang.String xBasata_su, int xModif_default, double xCoeff_parata, int xBalanced)
xNome
- Skill namexTipo
- Skill type: physical or mental. Use static numbers
Abilita.AB_FISICA, Abilita.AB_MENTALE.xDifficolta
- Skill difficulty: it can be "Facile", "Medio" or "Difficile"xBasata_su
- Based on which proprery: IQ, DX, COS, ST.xCoeff_parata
- For skills that have Parry modifiers.xModif_default
- Default modifierxBalanced
- if == 1 then Skill is for balanced weaponMethod Detail |
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public java.lang.String getName()
public boolean isBalanced()
public java.lang.String getType()
public boolean isPhysical()
public boolean isWeapon()
public int getIntBase()
public java.lang.String getBase()
public java.lang.String getDifficolta()
public int getIntDifficulty()
public int getModifier()
public java.lang.String getDefault()
public java.lang.String description()
public java.lang.String toString()
toString
in class java.lang.Object
public static float getCostPhysicalSkillEasy(int persDex, int desiredLevel)
persDex
- DX of characterdesiredLevel
- level to reach
public static float getCostPhysicalSkillMedium(int persDex, int desiredLevel)
persDex
- DX of characterdesiredLevel
- level to reach
public static float getCostPhysicalSkillHard(int persDex, int desiredLevel)
persDex
- DX of characterdesiredLevel
- level to reach
public static float getCostMentalSkillEasy(int persIQ, int desiredLevel)
persIQ
- IQ of characterdesiredLevel
- level to reach
public static float getCostMentalSkillMedium(int persIQ, int desiredLevel)
persIQ
- IQ of characterdesiredLevel
- level to reach
public static float getCostMentalSkillHard(int persIQ, int desiredLevel)
persIQ
- DX of characterdesiredLevel
- level to reach
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Jurpe - Java Universal Role Playing Engine - http://jurpe.sourceforge.net | |||||||||
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