// Start is called before the first frame update void Start() { strengthImage.fillAmount = 0; Strength myStrength = new Strength(); Dexterity myDext = new Dexterity(); Intelligence myIntel = new Intelligence(); StrengthButton.onClick.AddListener(() => { Debug.Log("Strength added"); int StrAdd = myStrength.Give(StatIncrease); Debug.Log($"Strengh is {StrAdd}"); strengthImage.fillAmount = Map((float)StrAdd, 0, 10, 0, 1); int DexTake = myDext.Take(StatDecrease); Debug.Log($"Dexterity is {DexTake}"); DextImage.fillAmount = Map((float)DexTake, 0, 10, 0, 1); }); DextButton.onClick.AddListener(() => { int DexAdd = myDext.Give(StatIncrease); Debug.Log($"Dexterity is {DexAdd}"); DextImage.fillAmount = Map((float)DexAdd, 0, 10, 0, 1); int StrTake = myStrength.Take(StatDecrease); Debug.Log($"Strengh is {StrTake}"); strengthImage.fillAmount = Map((float)StrTake, 0, 10, 0, 1); }); // WealthButton.onClick.AddListener(() => // { // int IntAdd = myIntel.Give(StatIncrease); // Debug.Log($"Wealth is {Map(IntAdd, 0, 10, 0, 1)}"); // IntelImage.fillAmount = Map((float)IntAdd, 0, 10, 0, 1); // }); }
public async Task <IActionResult> Edit(int id, [Bind("Dexterityid,Dexsaveprof,Dexvalue,Acrobaticsid,Stealthid,Sleightid")] Dexterity dexterity) { if (id != dexterity.Dexterityid) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(dexterity); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!DexterityExists(dexterity.Dexterityid)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["Acrobaticsid"] = new SelectList(_context.Acrobatics, "Acrobaticsid", "Acrobaticsid", dexterity.Acrobaticsid); ViewData["Sleightid"] = new SelectList(_context.Set <SleightOfHand>(), "Sleightofhandid", "Sleightofhandid", dexterity.Sleightid); ViewData["Stealthid"] = new SelectList(_context.Set <Stealth>(), "Stealthid", "Stealthid", dexterity.Stealthid); return(View(dexterity)); }
/// <summary> /// Saves properties /// </summary> /// <param name="writer">XmlWriter</param> /// <returns>True if saved</returns> public virtual bool Save(XmlWriter writer) { if (writer == null || writer.WriteState != WriteState.Element) { return(false); } HitPoint.Save(writer); Strength.Save("strength", writer); Intelligence.Save("intelligence", writer); Wisdom.Save("wisdom", writer); Dexterity.Save("dexterity", writer); Constitution.Save("constitution", writer); Charisma.Save("charisma", writer); writer.WriteStartElement("alignment"); writer.WriteAttributeString("value", Alignment.ToString()); writer.WriteEndElement(); writer.WriteStartElement("movespeed"); writer.WriteAttributeString("value", MoveSpeed.TotalMilliseconds.ToString()); writer.WriteEndElement(); return(true); }
public void LoadTexture() { //check to see if PlayerPrefs (our save location) HasKey (has a save file...you will need to reference the name of a file) if (!PlayerPrefs.HasKey("CharacterName")) { //if it doesnt then load the CustomSet level SceneManager.LoadScene("CharacterSettings"); } else { //if it does have a save file then load and SetTexture Skin, Hair, Mouth and Eyes from PlayerPrefs SetTexture("Skin", PlayerPrefs.GetInt("SkinIndex")); SetTexture("Hair", PlayerPrefs.GetInt("HairIndex")); SetTexture("Mouth", PlayerPrefs.GetInt("MouthIndex")); SetTexture("Eyes", PlayerPrefs.GetInt("EyesIndex")); SetTexture("Armour", PlayerPrefs.GetInt("ArmourIndex")); SetTexture("Clothes", PlayerPrefs.GetInt("ClothesIndex")); //grab the gameObject in scene that is our character and set its Object name to the Characters name gameObject.name = PlayerPrefs.GetString("CharacterName"); //get character class characterClass = PlayerPrefs.GetString("CharacterClass"); //get character skills stats Strength = PlayerPrefs.GetInt("Strength"); Dexterity = PlayerPrefs.GetInt("Dexterity"); Constitution = PlayerPrefs.GetInt("Constitution"); Intelligence = PlayerPrefs.GetInt("Intelligence"); Wisdom = PlayerPrefs.GetInt("Wisdom"); Charisma = PlayerPrefs.GetInt("Charisma"); Debug.Log(gameObject.name + " " + characterClass); Debug.Log("Strength:" + Strength.ToString() + " Dexterity:" + Dexterity.ToString() + " Constitution:" + Constitution.ToString() + " Intelligence:" + Intelligence.ToString() + " Wisdom:" + Wisdom.ToString() + " Charisma:" + Charisma.ToString()); } }
public Entity(int strength, int dex, int con, int intelligence, int wisdom, int charisma) { Ammunition = new List <Ammunition>(); Purse = new CoinPurse(); Weapons = new List <Weapon>(); Strength = new Strength() { Score = strength }; Dexterity = new Dexterity() { Score = dex }; Constitution = new Constitution() { Score = con }; Intelligence = new Intelligence() { Score = intelligence }; Wisdom = new Wisdom() { Score = wisdom }; Charisma = new Charisma() { Score = charisma }; }
private void CreateBasicStats() { strenght = new Strenght(statisticsLevelUpdate.StrenghtMultiplier); vitality = new Vitality(statisticsLevelUpdate.VitalityMultiplier); intelligence = new Intelligence(statisticsLevelUpdate.IntelligenceMultiplier); dexterity = new Dexterity(statisticsLevelUpdate.DexterityMultiplier); }
//Organize and display character information. public void DisplayCharacterInfo() { string title = " 1920's Investigator \n"; string spacer = "- - - - - - - - - - - \n"; string stat = "\n Characteristics \n"; String[,] invDet = new string[, ] { { "Name: ", Name }, { "Player: ", Player }, { "Occupation: ", Occupation }, { "Sex: ", Sex }, { "Age: ", Age.ToString() }, { "Birthplace: ", BirthPlace }, { "Residence: ", Residence } }; String[,] invCha = new string[, ] { { "STR: ", Strength.ToString() }, { "DEX: ", Dexterity.ToString() }, { "INT: ", Intelligence.ToString() }, { "CON: ", Constitution.ToString() }, { "APP: ", Appearance.ToString() }, { "POW: ", Power.ToString() }, { "SIZ: ", Size.ToString() }, { "EDU: ", Education.ToString() } }; Console.WriteLine(title + spacer); DisplaySplit(invDet, false); Console.WriteLine(stat + spacer); Console.WriteLine(" # | 1/2 | 1/5 "); DisplaySplit(invCha, true); }
public override string ToString() { string stats = Health.ToString() + "\n" + Strength.ToString() + "\n" + Dexterity.ToString() + "\n" + Agility.ToString() + "\n" + Inteligence.ToString() + "\n" + Luck.ToString() + "\n" + Statpoints.ToString() + "\n" + Level.ToString() + "\n" + ExperiencePoints.ToString(); string hash = GetSha1("Blin113" + stats); //blin113 is just here to make sure you can't cheat without access to the code. stats += "\n" + hash; return(stats); }
public override void WriteToFile() { File.WriteAllText("hunter.txt", "========Fighter type: " + WhatType()); File.AppendAllText("hunter.txt", "\r\n~~~Level: " + Level.ToString()); File.AppendAllText("hunter.txt", "\r\n~~~Dexterity: " + Dexterity.ToString()); File.AppendAllText("hunter.txt", "\r\n~~~HP: " + HP.ToString()); File.AppendAllText("hunter.txt", "\r\n~~~Damage: " + Damage.ToString()); }
public void Bonus_DexteritySpecified_ShouldWork() { SetupCharacter(); SavingThrows dexterity = new Dexterity(true); Assert.AreEqual(-5, dexterity.Bonus); Assert.IsTrue(dexterity.Proficiency); }
public StatArray(byte str, byte dex, byte con, byte intel, byte wis, byte cha) { Strength = new Strength(str); Dexterity = new Dexterity(dex); Constitution = new Constitution(con); Intelligence = new Intelligence(intel); Wisdom = new Wisdom(wis); Charisma = new Charisma(cha); }
public StatArray() { Strength = new Strength(); Dexterity = new Dexterity(); Constitution = new Constitution(); Intelligence = new Intelligence(); Wisdom = new Wisdom(); Charisma = new Charisma(); }
public override string ToString() { return(Stregnth.ToString() + ' ' + Dexterity.ToString() + ' ' + Constitution.ToString() + ' ' + Intelligence.ToString() + ' ' + Wisdom.ToString() + ' ' + Charisma.ToString()); }
public bool Equals(StatBlock other) { return(Strength.Equals(other.Strength) && Dexterity.Equals(other.Dexterity) && Constitution.Equals(other.Constitution) && Intelligence.Equals(other.Intelligence) && Wisdom.Equals(other.Wisdom) && Charisma.Equals(other.Charisma)); }
protected Fighter(string type, double h, double d, double dex) { count++; ID = Level.GetHashCode() + Dexterity.GetHashCode() + HP.GetHashCode() + Damage.GetHashCode(); this.type = type; HP = Convert.ToInt32(400 * h); Damage = Convert.ToInt32(10 * d); Dexterity = Convert.ToInt32(20 * dex); Level = 1; }
public static DndCharacter Generate() { Strength = Strength.Ability(); Dexterity = Dexterity.Ability(); Constitution = Constitution.Ability(); Intelligence = Intelligence.Ability(); Wisdom = Wisdom.Ability(); Charisma = Charisma.Ability(); Hitpoints = 10 + Modifier(); }
public Appearance() { description = new List <string>(); theAge = new Age(); theBeauty = new Beauty(); theDexterity = new Dexterity(); theGrooming = new Grooming(); theHeight = new Height(); theStrength = new Strength(); theWeight = new Weight(); }
public AbilityScores DeepCopy() { return(new AbilityScores { Strength = Strength.DeepCopy(), Dexterity = Dexterity.DeepCopy(), Constitution = Constitution.DeepCopy(), Intelligence = Intelligence.DeepCopy(), Wisdom = Wisdom.DeepCopy(), Charisma = Charisma.DeepCopy(), }); }
public Entity() { Strength = new Strength(); Dexterity = new Dexterity(); Constitution = new Constitution(); Intelligence = new Intelligence(); Wisdom = new Wisdom(); Charisma = new Charisma(); Weapons = new List <Weapon>(); Ammunition = new List <Ammunition>(); Purse = new CoinPurse(); }
public IResettable Reset() { Name = ""; Strength.Reset(); Dexterity.Reset(); Constitution.Reset(); Intelligence.Reset(); Wisdom.Reset(); Charisma.Reset(); Level.Reset(); Race = Race.Unset; return(this); }
public Abilities( Strength strength, Dexterity dexterity, Constitution constitution, Intelligence intelligence, Wisdom wisdom, Charisma charisma) { Strength = strength; Dexterity = dexterity; Constitution = constitution; Intelligence = intelligence; Wisdom = wisdom; Charisma = charisma; }
public async Task <IActionResult> Create([Bind("Dexterityid,Dexsaveprof,Dexvalue,Acrobaticsid,Stealthid,Sleightid")] Dexterity dexterity) { if (ModelState.IsValid) { _context.Add(dexterity); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } ViewData["Acrobaticsid"] = new SelectList(_context.Acrobatics, "Acrobaticsid", "Acrobaticsid", dexterity.Acrobaticsid); ViewData["Sleightid"] = new SelectList(_context.Set <SleightOfHand>(), "Sleightofhandid", "Sleightofhandid", dexterity.Sleightid); ViewData["Stealthid"] = new SelectList(_context.Set <Stealth>(), "Stealthid", "Stealthid", dexterity.Stealthid); return(View(dexterity)); }
public override string ToString() { return(String.Format("Race: {0}\nStrength: {1}\nDexterity: {2}\nConstitution: {3}\nIntelligence: {4}\nWisdom: {5}\nCharisma: {6}\nArcane: {7}\nDivine: {8}\nDeviation Index: {9}", Race.ToString(), Strength.ToString(), Dexterity.ToString(), Constitution.ToString(), Intelligence.ToString(), Wisdom.ToString(), Charisma.ToString(), Arcane.ToString(), Divine.ToString(), DeviationIndex)); }
private void Start() { luck = new Luck("Luck", Stat.StatType.LUCK, Stat.Rarity.RARE, Stat.AffectedStat.RARITY, 0); dexterity = new Dexterity("Dexterity", Stat.StatType.DEXTERITY, Stat.Rarity.UNCOMMON, Stat.AffectedStat.ACCUMULATION, 0); intelligence = new Intelligence("Intelligence", Stat.StatType.INTELLIGENCE, Stat.Rarity.COMMON, Stat.AffectedStat.THEME, 0); strength = new Strength("Strength", Stat.StatType.STRENGTH, Stat.Rarity.COMMON, Stat.AffectedStat.LOOT_AMOUNT, 0); playerName = ""; level = 1; lootBoxes = 1; maxLootBoxes = 5; inventorySlots = 12; weaponSlots = 2; experienceToNext = 100; lastLootBoxAccumulatedTime = 100; }
public XmlElement Serialize(XmlDocument doc) { XmlElement xmlStats = doc.CreateElement("stats"); xmlStats.SetAttribute("health", Health.ToString()); xmlStats.SetAttribute("maxHealth", MaxHealth.ToString()); xmlStats.SetAttribute("endurance", Endurance.ToString()); xmlStats.SetAttribute("strength", Strength.ToString()); xmlStats.SetAttribute("intelligence", Intelligence.ToString()); xmlStats.SetAttribute("agility", Agility.ToString()); xmlStats.SetAttribute("dexterity", Dexterity.ToString()); xmlStats.SetAttribute("upgradePoint", UpgradePoint.ToString()); return(xmlStats); }
public override string GetTooltip() { string stats = string.Empty; if (Strenght > 0) { stats += "\n+" + Strenght.ToString() + " Strenght"; } else if (Strenght < 0) { stats += "\n" + Strenght.ToString() + " Strenght"; } if (Dexterity > 0) { stats += "\n+" + Dexterity.ToString() + " Dexterity"; } else if (Dexterity < 0) { stats += "\n" + Dexterity.ToString() + " Dexterity"; } if (Stamina > 0) { stats += "\n+" + Stamina.ToString() + " Stamina"; } else if (Stamina < 0) { stats += "\n" + Stamina.ToString() + " Stamina"; } if (Magic > 0) { stats += "\n+" + Magic.ToString() + " Magic"; } else if (Magic < 0) { stats += "\n" + Magic.ToString() + " Magic"; } string itemTip = base.GetTooltip(); return(string.Format("{0}" + "<size=15>{1}</size>", itemTip, stats)); }
//Base Methods public CharInfo( Divine.Moniker moniker, BattleObjStats initialStats, List <SpellInfo> spells, Dexterity priority, int xp, int level, long id, int coolDownRemainingTime, int cardCount, NextUpgradeStats nextUpgradeStats, Divine.Moniker owner = Divine.Moniker.Unknown, bool isActive = true) { this.xp = xp; this.level = level; uniqueID = id; this.spells = spells; this.moniker = moniker; turnPriority = priority; baseStats = initialStats; ownerHero = owner; curCardCount = cardCount; this.nextUpgradeStats = nextUpgradeStats; SetRemainingCooldownTime(coolDownRemainingTime); enableInStart = isActive; }
// Start is called before the first frame update void Start() { Strength myStrength = new Strength(); Dexterity myDext = new Dexterity(); Wealth myWealth = new Wealth(); StrengthButton.onClick.AddListener(() => { int tmp = myStrength.GiveStrength(); Debug.Log($"Strengh is {tmp}"); }); DextButton.onClick.AddListener(() => { int tmp = myDext.GiveDext(); Debug.Log($"Dexterity is {tmp}"); }); WealthButton.onClick.AddListener(() => { int tmp = myWealth.GiveWealth(); Debug.Log($"Wealth is {tmp}"); }); }
} // modiferDict -> key: MemberName as string. Value: int modifier public Character(string name, string race, int str, int dex, int con, int intelligence, int wis, int cha, AbstractClass charClass, AbstractWeapon weapon, AbstractArmor armor, bool shield, int team, int level = 1) { Name = name; Race = race; Str = new Strength(str); Dex = new Dexterity(dex); Con = new Constitution(con); Int = new Intelligence(intelligence); Wis = new Wisdom(wis); Cha = new Charisma(cha); Class = new Fighter(level); EquippedArmor = armor; EquippedWeapon = weapon; ShieldEquipped = shield; CalculateHitPoints(); CalculateAC(); CalculateAttackBonus(); Team = team; }
public void Init() { strength = new Strength(0); intellect = new Intellect(0); dexterity = new Dexterity(0); }