// Set some default values for testing during development
 void SetDefaultValues()
 {
     race     = GetRaceTemplate(Races.Breton);
     gender   = Genders.Male;
     career   = DaggerfallEntity.GetClassCareerTemplate(ClassCareers.Mage);
     name     = "Nameless";
     reflexes = PlayerReflexes.Average;
     workingSkills.SetDefaults();
     workingStats.SetFromCareer(career);
     faceIndex = 0;
 }
Beispiel #2
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 // Set some default values for testing during development
 void SetDefaultValues()
 {
     raceTemplate = GetRaceTemplate(Races.Breton);
     gender       = Genders.Male;
     career       = DaggerfallEntity.GetClassCareerTemplate(ClassCareers.Mage);
     name         = "Nameless";
     reflexes     = PlayerReflexes.Average;
     workingSkills.SetDefaults();
     workingStats.SetFromCareer(career);
     startingLevelUpSkillSum = 0;
     faceIndex = 0;
     skillUses = new short[DaggerfallSkills.Count];
 }
 // Set some default values for testing during development
 void SetDefaultValues()
 {
     raceTemplate = GetRaceTemplate(Races.Breton);
     gender       = Genders.Male;
     career       = DaggerfallEntity.GetClassCareerTemplate(ClassCareers.Mage);
     name         = "Nameless";
     reflexes     = PlayerReflexes.Average;
     workingSkills.SetDefaults();
     workingStats.SetPermanentFromCareer(career);
     startingLevelUpSkillSum = 0;
     faceIndex = 0;
     skillUses = new short[DaggerfallSkills.Count];
     skillsRaisedThisLevel1 = 0;
     skillsRaisedThisLevel2 = 0;
     for (int i = 0; i < armorValues.Length; i++)
     {
         armorValues[i] = 100;
     }
 }
        public void Reroll()
        {
            // Set skills to all defaults
            startingSkills.SetDefaults();

            // Roll primary skills
            for (int i = 0; i < DaggerfallSkills.PrimarySkillsCount; i++)
            {
                int value = minPrimarySkill + UnityEngine.Random.Range(minPrimaryBonusRoll, maxPrimaryBonusRoll + 1);
                startingSkills.SetSkillValue(primarySkills[i], (short)value);
            }

            // Roll major skills
            for (int i = 0; i < DaggerfallSkills.MajorSkillsCount; i++)
            {
                int value = minMajorSkill + UnityEngine.Random.Range(minMajorBonusRoll, maxMajorBonusRoll + 1);
                startingSkills.SetSkillValue(majorSkills[i], (short)value);
            }

            // Roll minor skills
            for (int i = 0; i < DaggerfallSkills.MinorSkillsCount; i++)
            {
                int value = minMinorSkill + UnityEngine.Random.Range(minMinorBonusRoll, maxMinorBonusRoll + 1);
                startingSkills.SetSkillValue(minorSkills[i], (short)value);
            }

            // Copy to working skills
            workingSkills.Copy(startingSkills);

            // Reset bonus pool values
            primarySkillSpinner.Value = bonusPoolPerSkillGroup;
            majorSkillSpinner.Value   = bonusPoolPerSkillGroup;
            minorSkillSpinner.Value   = bonusPoolPerSkillGroup;

            // Update value labels
            UpdateSkillValueLabels();
        }