function __construct($atName, $aptitudes, $costType, $skills = array(), $stats = array(), $atDesc = '') { parent::__construct(EPAtom::$AI, $atName, $atDesc); $this->aptitudes = $aptitudes; $this->skills = $skills; $this->stats = $stats; $this->cost = $costType; $this->bonusMalus = array(); }
function __construct($atName, $atDesc, $backgroundType, $bonusMalus = array(), $traits = array(), $limitations = array(), $obligations = array()) { parent::__construct(EPAtom::$BACKGROUND, $atName, $atDesc); $this->backgroundType = $backgroundType; $this->bonusMalus = $bonusMalus; $this->traits = $traits; $this->limitations = $limitations; $this->obligations = $obligations; }
function __construct($atName, $atDesc, $traitPosNeg, $traitEgoMorph, $cpCost, $bonusMalusArray = array(), $level = 1, $canUse = 'EVERY') { parent::__construct(EPAtom::$TRAIT, $atName, $atDesc); $this->traitPosNeg = $traitPosNeg; $this->traitEgoMorph = $traitEgoMorph; $this->cpCost = $cpCost; $this->bonusMalus = $bonusMalusArray; $this->level = $level; $this->canUse = $canUse; }
function __construct($atName, $atDesc, $groups = null, $value = 0, $maxVal = -1) { parent::__construct(EPAtom::$REPUTATION, $atName, $atDesc); $this->value = $value; $this->morphMod = 0; $this->traitMod = 0; $this->backgroundMod = 0; $this->factionMod = 0; $this->softgearMod = 0; $this->psyMod = 0; $this->groups = $groups; $this->maxValue = $maxVal; }
function __construct($atName, $atDesc, $psyType, $range, $duration, $action, $strainMod, $psyLevel, $bonusMalusArray = array(), $skillNeeded = "none") { parent::__construct(EPAtom::$PSY, $atName, $atDesc); $this->psyType = $psyType; $this->range = $range; $this->duration = $duration; $this->bonusMalus = $bonusMalusArray; $this->action = $action; $this->strainMod = $strainMod; $this->isActif = false; $this->psyLevel = $psyLevel; $this->skillNeeded = $skillNeeded; $this->buyInCreationMode = true; }
function __construct($atName, $atDesc, $abbreviation, $groups = array(), $value = 0, &$characterCreator = null) { parent::__construct(EPAtom::$STAT, $atName, $atDesc); $this->abbreviation = $abbreviation; $this->value = $value; $this->groups = $groups; $this->cc = $characterCreator; $this->morphMod = 0; $this->traitMod = 0; $this->factionMod = 0; $this->backgroundMod = 0; $this->softgearMod = 0; $this->gearMod = 0; $this->psyMod = 0; $this->multiMorphMod = 1; $this->multiTraitMod = 1; $this->multiFactionMod = 1; $this->multiBackgroundMod = 1; $this->multiSoftgearMod = 1; $this->multiGearMod = 1; $this->multiPsyMod = 1; }
function __construct($atName, $type, $value, $targetName = "", $atDesc = "", $groups = array(), $onCost = 'false', $targetforChoice = "", $typeTarget = "", $bonusMalusTypes = array(), $multiOccur = 0) { parent::__construct(EPAtom::$BONUSMALUS, $atName, $atDesc); $this->bonusMalusType = $type; $this->forTargetNamed = $targetName; $this->value = $value; $this->groups = $groups; $this->onCost = $onCost; $this->targetForChoice = $targetforChoice; $this->typeTarget = $typeTarget; $this->bonusMalusTypes = $bonusMalusTypes; //array() bonus malus $this->multi_occurence = $multiOccur; // 1 sur 3 ,... $this->selected = false; }
function __construct($atName, $atDesc, $gearType, $costType, $armorKinetic = 0, $armorEnergy = 0, $degat = 0, $armorPenetration = 0, $bonusmalus = array(), $gearRestriction = 'EVERY') { parent::__construct(EPAtom::$GEAR, $atName, $atDesc); $this->gearType = $gearType; $this->armorKinetic = $armorKinetic; $this->armorEnergy = $armorEnergy; $this->degat = $degat; $this->armorPenetration = $armorPenetration; $this->cost = $costType; $this->bonusMalus = $bonusmalus; $this->gearRestriction = $gearRestriction; $this->armorPenetrationMorphMod = 0; $this->degatMorphMod = 0; $this->armorEnergyMorphMod = 0; $this->armorKineticMorphMod = 0; $this->armorPenetrationTraitMod = 0; $this->degatTraitMod = 0; $this->armorEnergyTraitMod = 0; $this->armorKineticTraitMod = 0; $this->armorPenetrationBackgroundMod = 0; $this->degatBackgroundMod = 0; $this->armorEnergyBackgroundMod = 0; $this->armorKineticBackgroundMod = 0; $this->armorPenetrationFactionMod = 0; $this->degatFactionMod = 0; $this->armorEnergyFactionMod = 0; $this->armorKineticFactionMod = 0; $this->armorPenetrationSoftgearMod = 0; $this->degatSoftgearMod = 0; $this->armorEnergySoftgearMod = 0; $this->armorKineticSoftgearMod = 0; $this->armorPenetrationPsyMod = 0; $this->degatPsyMod = 0; $this->armorEnergyPsyMod = 0; $this->armorKineticPsyMod = 0; }
function __construct($atName, $morphType, $age, $gender, $maxApptitude, $durability, $cpCost, $traits = array(), $gears = array(), $bonusMalus = array(), $atDesc = '', $nickname = '', $location = '', $creditCost = 0) { parent::__construct(EPAtom::$MORPH, $atName, $atDesc); $this->morphType = $morphType; $this->age = $age; $this->gender = $gender; $this->maxApptitude = $maxApptitude; $this->durability = $durability; $this->cpCost = $cpCost; $this->traits = $traits; $this->additionalTraits = array(); $this->gears = $gears; $this->additionalGears = array(); $this->bonusMalus = $bonusMalus; $this->nickname = $nickname; $this->location = $location; $this->cost = $creditCost; $this->buyInCreationMode = true; $this->implantReject = false; }
function __construct($atName, $abbreviation, $atDesc = '', $groups = array(), $baseValue = 0, $maxValue = 0, $minValue = 0, $absoluteMaxValue = 0) { parent::__construct(EPAtom::$APTITUDE, $atName, $atDesc); $this->abbreviation = $abbreviation; $this->value = $baseValue; $this->morphMod = 0; $this->traitMod = 0; $this->backgroundMod = 0; $this->factionMod = 0; $this->softgearMod = 0; $this->psyMod = 0; $this->groups = $groups; $this->maxValue = $maxValue; $this->minValue = $minValue; $this->minEgoValue = $minValue; $this->maxEgoValue = $maxValue; $this->minMorphValue = $minValue; $this->maxMorphValue = $maxValue; $this->activMorph = null; $this->feebleMax = false; $this->absoluteMaxValue = $absoluteMaxValue; }
function __construct($atName, $atDesc, $linkedApt, $skillType, $defaultable, $prefix = "", $groups = array(), $baseValue = 0, $tempSkill = false) { parent::__construct(EPAtom::$SKILL, $atName, $atDesc); $this->linkedApt = $linkedApt; $this->skillType = $skillType; $this->prefix = $prefix; $this->baseValue = $baseValue; $this->defaultable = $defaultable; $this->groups = $groups; $this->morphMod = 0; $this->traitMod = 0; $this->backgroundMod = 0; $this->factionMod = 0; $this->softgearMod = 0; $this->psyMod = 0; $this->tempSkill = $tempSkill; $this->specialization = ''; $this->isNativeTongue = false; $this->nativeTongueBonus = 0; }