Example #1
0
 /*
  * PCCLASSLEVELONLY Since this is really only something that will be done
  * within a PlayerCharacter (real processing) it is only required in
  * PCClassLevel.
  *
  * As a side note, I'm not sure what I think of accessing the ClassTypes and
  * using one of those to set the response to this request. Should this be
  * done when a PCClassLevel is built? Is that possible? How does that
  * interact with a PlayerCharacter being reimported if those rules change?
  */
 public boolean hasXPPenalty() {
   for (Type type : getTrueTypeList(false)) {
     final ClassType aClassType = SettingsHandler.getGame().getClassTypeByName(type.toString());
     if ((aClassType != null) && !aClassType.getXPPenalty()) {
       return false;
     }
   }
   return true;
 }
Example #2
0
  /*
   * FUTUREREFACTOR This would really be nice to have initilized when the LST files
   * are read in, which is possible because the ClassTypes are all defined as part
   * of the GameMode... however the problem is that the order of the ISMONSTER tag
   * and the TYPE tags cannot be defined - .MODs and .COPYs make it impossible to
   * guarantee an order.  Therefore, this must wait for a two-pass design in the
   * import system - thpr 10/4/06
   */
  public boolean isMonster() {
    Boolean mon = get(ObjectKey.IS_MONSTER);
    if (mon != null) {
      return mon.booleanValue();
    }

    ClassType aClassType = SettingsHandler.getGame().getClassTypeByName(getClassType());

    if ((aClassType != null) && aClassType.isMonster()) {
      return true;
    } else {
      for (Type type : getTrueTypeList(false)) {
        aClassType = SettingsHandler.getGame().getClassTypeByName(type.toString());
        if ((aClassType != null) && aClassType.isMonster()) {
          return true;
        }
      }
    }
    return false;
  }