// 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; }
// 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(); }