public int GetSkill(int SkillNo)
{
//Gets the value for the requested skill
switch (SkillNo)
{
case SkillAttack : return Attack;
case SkillDefense : return Defense;
case SkillUnarmed :return Unarmed;
case SkillSword : return Sword;
case SkillAxe :return Axe;
case SkillMace : return Mace;
case SkillMissile :return Missile;
case SkillMana :return ManaSkill;
case SkillLore :return Lore;
case SkillCasting :return Casting;
case SkillTraps :return Traps;
case SkillSearch :return Search;
case SkillTrack :return Track;
case SkillSneak :return Sneak;
case SkillRepair :return Repair;
case SkillCharm :return Charm;
case SkillPicklock :return PickLock;
case SkillAcrobat :return Acrobat;
case SkillAppraise :return Appraise;
case SkillSwimming : return Swimming;
default: return -1;
}
}
public void onLanding(float fallSpeed) { if (isSwimming == false) { float fallspeedAdjusted = fallSpeed - ((float)PlayerSkills.GetSkill(Skills.SkillAcrobat) * 0.13f); //Do stuff with acrobat here. In the mean time a flat skill check. if (fallspeedAdjusted >= 3.5f) { //Debug.Log("Fallspeed = " + fallSpeed + " adjusted down to " + fallspeedAdjusted) ; ApplyDamage(Random.Range(1, 5)); //TODO:As a function of the acrobat skill versus fall. } aud.clip = GameWorldController.instance.getMus().SoundEffects[0]; aud.Play(); } }