Ejemplo n.º 1
0
        public int Modifier(PlayerCharacter pc)
        {
            int result = Value + (pc.Level / 2);

            switch (Name)
            {
                case enumDefense.ArmorClass:
                    if (pc.Inventory.Armor != null)
                    {
                        result += pc.Inventory.Armor.ArmorBonus;
                        if(pc.Inventory.Armor.IsLightArmor)
                        {
                            if (pc.AbilityScore.Dexterity > pc.AbilityScore.Intelligence)
                                result += pc.AbilityScore.Modifier(pc.AbilityScore.Dexterity);
                            else
                                result += pc.AbilityScore.Modifier(pc.AbilityScore.Intelligence);
                        }
                    }
                    break;
                case enumDefense.Fortitude:
                    if (pc.AbilityScore.Strength > pc.AbilityScore.Constitution)
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Strength);
                    else
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Constitution);

                    if (pc.Inventory.Neck != null)
                        result += pc.Inventory.Neck.EnhancementBonus;

                    break;
                case enumDefense.Reflex:
                    if (pc.AbilityScore.Dexterity > pc.AbilityScore.Intelligence)
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Dexterity);
                    else
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Intelligence);

                    if (pc.Inventory.Neck != null)
                        result += pc.Inventory.Neck.EnhancementBonus;

                    break;
                case enumDefense.Will:
                    if (pc.AbilityScore.Wisdom > pc.AbilityScore.Charisma)
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Wisdom);
                    else
                        result += pc.AbilityScore.Modifier(pc.AbilityScore.Charisma);

                    if (pc.Inventory.Neck != null)
                        result += pc.Inventory.Neck.EnhancementBonus;

                    break;

                default:
                    break;
            }

            return result;
        }
Ejemplo n.º 2
0
        private static void ProgramStart()
        {
            Console.WriteLine("Welcome to the DnD4e Character Creator");

            PC = new PlayerCharacter();
            displayCharacter();
            PressEnterToContinue();

            var race = new PlayerRace()
            {
                LanguagesKnown = new List<Language> { Language.Common, Language.Celestial },
                AbilityScoreBuffs = new List<AbilityScoreBuff> { new AbilityScoreBuff(enumAbilityScore.Strength, 2), new AbilityScoreBuff(enumAbilityScore.Intelligence, 2) },
                SkillBuffs = new List<SkillBuff> { new SkillBuff(enumSkill.Arcana, 2) },
                SpeedInSquares = 6
            };

            race.WriteToXML();

            PC.PlayerRace = new PlayerRace("Custom Race.xml");
            displayCharacter();
            PressEnterToContinue();

            var pClass = new PlayerClass()
            {
                DefenseBuff = new DefenseBuff(enumDefense.Will, 2),
                PrimaryTrainedSkill = enumSkill.Nature,
                HealingSurgesPerDay = 4,
                HitPointsAtFirstLevel = 10,
                HitPointsPerLevelGained = 5
            };

            pClass.WriteToXML();

            PC.PlayerClass = pClass;
            displayCharacter();
            PressEnterToContinue();

            var chainmail = new Armor() { ArmorType = enumArmorType.Chain};
            PC.Inventory.Armor = chainmail;
            displayCharacter();
            PressEnterToContinue();

            var neck = new Neck() { EnhancementBonus = 1 };
            PC.Inventory.Neck = neck;
            displayCharacter();
            PressEnterToContinue();
        }
Ejemplo n.º 3
0
        public int Modifier(PlayerCharacter pc)
        {
            int result = Value;

            switch (DerivedFrom)
            {
                case enumAbilityScore.Strength:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Strength);
                    break;
                case enumAbilityScore.Dexterity:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Dexterity);
                    break;
                case enumAbilityScore.Constitution:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Constitution);
                    break;
                case enumAbilityScore.Intelligence:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Intelligence);
                    break;
                case enumAbilityScore.Wisdom:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Wisdom);
                    break;
                case enumAbilityScore.Charisma:
                    result += Calc.AbilityScoreModifier(pc.AbilityScore.Charisma);
                    break;
                default:
                    break;
            }

            if(IsTrained)
            {
                result += 5;
            }

            result += pc.Level / 2;
            return result;
        }