public IHttpActionResult PutCaracteristic(int id, Caracteristic caracteristic) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != caracteristic.Id) { return(BadRequest()); } db.Entry(caracteristic).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!CaracteristicExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
public IHttpActionResult PostCaracteristic(Caracteristic caracteristic) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } db.Caracteristics.Add(caracteristic); try { db.SaveChanges(); } catch (DbUpdateException) { if (CaracteristicExists(caracteristic.Id)) { return(Conflict()); } else { throw; } } return(CreatedAtRoute("DefaultApi", new { id = caracteristic.Id }, caracteristic)); }
public CaracteristicViewModel(Caracteristic baseCarac) { Name = baseCarac.Name; Score = baseCarac.Validate(baseCarac.CurrentValue) ? baseCarac.CurrentValue: baseCarac.Minimum; }
public CharacteristicMessage(Caracteristic characteristic, int kamas, int characteristicsPoints, string tcpId) { Characteristic = characteristic; Kamas = kamas; CharacteristicsPoints = characteristicsPoints; TcpId = tcpId; }
public override void OnStart() { startChargePower = CustomTimer.manager.elapsedTime; startYPosition = transform.position.y; cara = GetComponent <Caracteristic>(); startHP = cara.pv; currentHP = startHP; }
public override void OnStart() { startPowerTime = CustomTimer.manager.elapsedTime; hasReleasedPower = false; cara = GetComponent <Caracteristic>(); startHP = cara.pv; currentHP = startHP; }
public void Init(int _iMinRange, int _iMaxRange, int _iSpeed, float _fDamageMultiplier, Caracteristic _UsedCaracteristic) { m_iMinRange = _iMinRange; m_iMaxRange = _iMaxRange; m_iSpeed = _iSpeed; m_fDamageMultiplier = _fDamageMultiplier; m_UsedCaracteristic = _UsedCaracteristic; }
/// <summary> /// Read data from json files /// </summary> void CollectAssemblyData() { for (int i = 0; i < transform.childCount; i++) { string objectName = this.transform.GetChild(i).name; // JSON parsing StreamReader sr = new StreamReader(Application.dataPath + "/Resources/Caracteristic Files/" + objectName + ".json"); string jsonString = sr.ReadToEnd(); jsonString = JsonHelper.FixJson(jsonString); // Deserialize Json file Caracteristic[] caracteristics = JsonHelper.FromJson <Caracteristic>(jsonString); // Order the List List <Caracteristic> sortedCaracteristics = new List <Caracteristic>(); switch (MeasureInformation.measureType) { case MeasureInformation.MeasureType.Global: sortedCaracteristics = caracteristics.OrderByDescending(o => o.globalMeasure).ToList(); print("Ordino globale"); break; case MeasureInformation.MeasureType.Partial: sortedCaracteristics = caracteristics.OrderByDescending(o => o.partialMeasure).ToList(); print("Ordino parziale"); break; case MeasureInformation.MeasureType.Local: sortedCaracteristics = caracteristics.OrderByDescending(o => o.localMeasure).ToList(); print("Ordino local"); break; } // add this list to a dictionary of lists to store all the data //caracteristicsList = new KeyValuePair<GameObject, List<Caracteristic>>(this.transform.GetChild(i).gameObject, sortedCaracteristics); caracteristicsList.Add(this.transform.GetChild(i).gameObject, sortedCaracteristics); // Save the highest local measure Caracteristic highestLocalMeasure = sortedCaracteristics[0]; List <Caracteristic> v = caracteristicsList[this.transform.GetChild(i).gameObject]; // Instanciate the sphere CreateGameObject(sphere, new Vector3(highestLocalMeasure.mushape, highestLocalMeasure.muPos + heightOffset, highestLocalMeasure.mujoint), objectName, new List <GameObject>() { this.transform.GetChild(i).gameObject }); } }
protected void Awake() { if (_instance != null) { throw new Exception("Tentative de création d'une autre instance de Gabriel alors que c'est un singleton."); } _instance = this; hasBeenhit = false; cara = GetComponent <Caracteristic>(); }
public IHttpActionResult GetCaracteristic(int id) { Caracteristic caracteristic = db.Caracteristics.Find(id); if (caracteristic == null) { return(NotFound()); } return(Ok(caracteristic)); }
public IHttpActionResult DeleteCaracteristic(int id) { Caracteristic caracteristic = db.Caracteristics.Find(id); if (caracteristic == null) { return(NotFound()); } db.Caracteristics.Remove(caracteristic); db.SaveChanges(); return(Ok(caracteristic)); }
public void RandomlySetBaseAttr(Character target) { Random r = new Random(); foreach (var baseAttr in BaseAttributes) { Caracteristic current = target.BaseAttributes.FirstOrDefault(b => b.Equals(baseAttr)); current.BaseValue = r.Next(3, current.Maximum + 1); if (current.Name == "size" || current.Name == "intelligence" || current.Name == "education") { current.BaseValue += 6; } current.CurrentValue = current.BaseValue; } }
public FalloutGame() { Name = "Fallout"; //Professions = new FalloutCharacterFactory().Professions; #region species SpeciesList = new List <Species>(); Species human = new Species { Name = "human", Modificators = new List <KeyValuePair <Caracteristic, int> >() }; SpeciesList.Add(human); Species mutant = new Species { Name = "mutant", Modificators = new List <KeyValuePair <Caracteristic, int> > { new KeyValuePair <Caracteristic, int>(new Caracteristic("strength"), 2), new KeyValuePair <Caracteristic, int>(new Caracteristic("intelligence"), -2) } }; SpeciesList.Add(mutant); Species ghoul = new Species { Name = "ghoul", Modificators = new List <KeyValuePair <Caracteristic, int> >() //{ // new KeyValuePair<Caracteristic, int>(new Caracteristic("strength"), -2), // new KeyValuePair<Caracteristic, int>(new Caracteristic("endurance"), 2) //} }; var modOne = new KeyValuePair <Caracteristic, int>(new Caracteristic("strength"), -2); var modTwo = new KeyValuePair <Caracteristic, int>(new Caracteristic("endurance"), 2); ghoul.Modificators.Add(modOne); ghoul.Modificators.Add(modTwo); SpeciesList.Add(ghoul); #endregion #region base attributes BaseAttributes = new List <Caracteristic>(); Caracteristic Strength = new Caracteristic("strength", 1, 10); Caracteristic Perception = new Caracteristic("perception", 1, 10); Caracteristic Endurance = new Caracteristic("endurance", 1, 10); Caracteristic Charisma = new Caracteristic("charism", 1, 10); Caracteristic Intelligence = new Caracteristic("intelligence", 1, 10); Caracteristic Agility = new Caracteristic("agility", 1, 10); Caracteristic Luck = new Caracteristic("luck", 1, 10); BaseAttributes.Add(Strength); BaseAttributes.Add(Perception); BaseAttributes.Add(Endurance); BaseAttributes.Add(Charisma); BaseAttributes.Add(Intelligence); BaseAttributes.Add(Agility); BaseAttributes.Add(Luck); #endregion #region stats Stats = new List <Caracteristic>(); Caracteristic ActionPoints = new Caracteristic("Action points", 0, 10); Caracteristic Karma = new Caracteristic("Karma", -100, 100); Caracteristic ArmorClass = new Caracteristic("Armor Class", 1, 10); Caracteristic CarryWeight = new Caracteristic("Carry Weight", 0, 500); Caracteristic MeleeDamage = new Caracteristic("Melee Damage", 0, 6); Caracteristic Sequence = new Caracteristic("Sequence", 2, 20); Caracteristic HealingRate = new Caracteristic("Healing Rate", 1, 4); Stats.Add(ActionPoints); Stats.Add(Karma); Stats.Add(ArmorClass); Stats.Add(CarryWeight); Stats.Add(MeleeDamage); Stats.Add(Sequence); Stats.Add(HealingRate); #endregion #region skills Skills = new List <Caracteristic>(); Caracteristic smallGuns = new Caracteristic("small guns", 9, 150); Caracteristic bigGuns = new Caracteristic("big guns", 2, 150); Caracteristic energyWeapons = new Caracteristic("energy weapons", 2, 150); Caracteristic unarmed = new Caracteristic("unarmed", 34, 150); Caracteristic meleeWeapon = new Caracteristic("melee weapons", 24, 150); Caracteristic throwing = new Caracteristic("throwing", 4, 150); Caracteristic firstAid = new Caracteristic("first aid", 4, 150); Caracteristic doctor = new Caracteristic("doctor", 7, 150); Caracteristic sneak = new Caracteristic("sneak", 8, 150); Caracteristic lockpick = new Caracteristic("lockpick", 12, 150); Caracteristic steal = new Caracteristic("steal", 3, 150); Caracteristic traps = new Caracteristic("traps", 12, 150); Caracteristic science = new Caracteristic("science", 4, 150); Caracteristic repair = new Caracteristic("repair", 3, 150); Caracteristic pilot = new Caracteristic("pilot", 4, 150); Caracteristic speech = new Caracteristic("speech", 5, 150); Caracteristic barter = new Caracteristic("barter", 4, 150); Caracteristic gambling = new Caracteristic("gambling", 5, 150); Caracteristic outdoorsman = new Caracteristic("outdoorsman", 4, 150); Caracteristic radiationResist = new Caracteristic("radiation resistance", 0, 150); Caracteristic poisonResist = new Caracteristic("poison resistance", 0, 150); Caracteristic damageResist = new Caracteristic("damage resistance", 0, 150); Caracteristic electricResist = new Caracteristic("electric resistance", 0, 150); Skills.Add(smallGuns); Skills.Add(bigGuns); Skills.Add(energyWeapons); Skills.Add(unarmed); Skills.Add(meleeWeapon); Skills.Add(throwing); Skills.Add(firstAid); Skills.Add(doctor); Skills.Add(sneak); Skills.Add(lockpick); Skills.Add(steal); Skills.Add(traps); Skills.Add(science); Skills.Add(repair); Skills.Add(pilot); Skills.Add(speech); Skills.Add(barter); Skills.Add(gambling); Skills.Add(outdoorsman); Skills.Add(radiationResist); Skills.Add(poisonResist); Skills.Add(damageResist); Skills.Add(electricResist); #endregion #region spendable points SpendablePoints = new List <Caracteristic>(); Caracteristic healthPoints = new Caracteristic("health points", 18, 50); Caracteristic woundLimit = new Caracteristic("wound limit", 0, 20); Caracteristic skillPoints = new Caracteristic("skill points", 0, 30); //Caracteristic creationPoints = new Caracteristic("creation points", 5, 35, 25); //SpendablePoints.Add(creationPoints); SpendablePoints.Add(healthPoints); SpendablePoints.Add(woundLimit); SpendablePoints.Add(skillPoints); #endregion #region Career Professions = new List <Career>(); Career fighter = new Career("fighter"); Professions.Add(fighter); fighter.JobSkills.Clear(); fighter.JobSkills.Add(smallGuns); fighter.JobSkills.Add(bigGuns); fighter.JobSkills.Add(firstAid); Career rogue = new Career("rogue"); Professions.Add(rogue); rogue.JobSkills.Clear(); rogue.JobSkills.Add(steal); rogue.JobSkills.Add(sneak); rogue.JobSkills.Add(lockpick); Career wanderer = new Career("wanderer"); Professions.Add(wanderer); wanderer.JobSkills.Clear(); wanderer.JobSkills.Add(outdoorsman); wanderer.JobSkills.Add(firstAid); wanderer.JobSkills.Add(repair); Career merchant = new Career("merchant"); Professions.Add(merchant); merchant.JobSkills.Clear(); merchant.JobSkills.Add(barter); merchant.JobSkills.Add(gambling); merchant.JobSkills.Add(speech); Career mendiant = new Career("mendiant"); Professions.Add(mendiant); mendiant.JobSkills.Clear(); mendiant.JobSkills.Add(sneak); mendiant.JobSkills.Add(barter); mendiant.JobSkills.Add(steal); Career scientist = new Career("scientist"); Professions.Add(scientist); scientist.JobSkills.Clear(); scientist.JobSkills.Add(science); scientist.JobSkills.Add(energyWeapons); scientist.JobSkills.Add(repair); #endregion Rules = "You have 35 points to allocate between your S.P.E.C.I.A.L., in a range of 1 to 10. "; Rules += "Then, you can allocate a number of points in your skills. Currently, that number has been fixed to 3 times your Intelligence score. "; Rules += "But you might be able to cheat your way in. ;-) "; }
public CallOfCthulhuGame() { Name = "CallOfCthulhu"; //Professions = new CthulhuCharacterFactory().Professions; #region BaseAttributes BaseAttributes = new List <Caracteristic>(); Caracteristic appearance = new Caracteristic("appearance", 3, 18); Caracteristic constitution = new Caracteristic("constitution", 3, 18); Caracteristic strength = new Caracteristic("strength", 3, 18); Caracteristic dexterity = new Caracteristic("dexterity", 3, 18); Caracteristic power = new Caracteristic("power", 3, 18); Caracteristic size = new Caracteristic("size", 3, 18); Caracteristic intelligence = new Caracteristic("intelligence", 3, 18); Caracteristic education = new Caracteristic("education", 9, 24); BaseAttributes.Add(appearance); BaseAttributes.Add(constitution); BaseAttributes.Add(strength); BaseAttributes.Add(dexterity); BaseAttributes.Add(power); BaseAttributes.Add(size); BaseAttributes.Add(intelligence); BaseAttributes.Add(education); #endregion #region Stats Stats = new List <Caracteristic>(); Caracteristic prestance = new Caracteristic("prestance", 1, 100); //max 90 Caracteristic endurance = new Caracteristic("endurance", 1, 100); //max 90 Caracteristic agility = new Caracteristic("agility", 1, 100); //max 90 Caracteristic brawlpower = new Caracteristic("brawl power", 1, 100); //max 90 Caracteristic height = new Caracteristic("height", 1, 100); //max 90 Caracteristic knowledge = new Caracteristic("knowledge", 1, 100); //max 120 Caracteristic idea = new Caracteristic("idea", 1, 100); //max 90 Caracteristic willpower = new Caracteristic("will power", 1, 100); //max 90 Caracteristic sanity = new Caracteristic("sanity", 1, 100); //max 90 Stats.Add(prestance); Stats.Add(endurance); Stats.Add(agility); Stats.Add(brawlpower); Stats.Add(height); Stats.Add(knowledge); Stats.Add(idea); Stats.Add(willpower); Stats.Add(sanity); #endregion #region Skills Skills = new List <Caracteristic>(); Caracteristic art = new Caracteristic("art", 5, 100); Caracteristic artisanat = new Caracteristic("artisanat", 5, 100); Caracteristic baratin = new Caracteristic("baratin", 5, 100); Caracteristic bibliotheque = new Caracteristic("bibliotheque", 5, 100); Caracteristic comptabilite = new Caracteristic("comptabilite", 10, 100); Caracteristic concocterPotion = new Caracteristic("concocter potion", 1, 100); Caracteristic conduireAttelage = new Caracteristic("conduire attelage", 20, 100); Caracteristic coupDePied = new Caracteristic("coup de pied", 25, 100); Caracteristic coupDePoing = new Caracteristic("coup de poing", 50, 100); Caracteristic coupDeTete = new Caracteristic("coup de tete", 10, 100); Caracteristic discretion = new Caracteristic("discretion", 10, 100); Caracteristic dissimulation = new Caracteristic("dissimulation", 15, 100); Caracteristic ecouter = new Caracteristic("ecouter", 25, 100); Caracteristic ecrireUneLangue = new Caracteristic("ecrire une langue", 1, 100); Caracteristic esquiver = new Caracteristic("esquiver", 5, 100); Caracteristic grimper = new Caracteristic("grimper", 40, 100); Caracteristic lancer = new Caracteristic("lancer", 25, 100); Caracteristic langueEtrangere = new Caracteristic("langue etrangere", 1, 100); Caracteristic langueNatale = new Caracteristic("langue natale", 5, 100); Caracteristic lutte = new Caracteristic("lutte", 25, 100); Caracteristic marchandage = new Caracteristic("marchandage", 5, 100); Caracteristic mondeNaturel = new Caracteristic("monde naturel", 10, 100); Caracteristic monterACheval = new Caracteristic("monter a cheval", 5, 100); Caracteristic mytheDeCthulhu = new Caracteristic("mythe de Cthulhu", 0, 100); Caracteristic nager = new Caracteristic("nager", 25, 100); Caracteristic navigation = new Caracteristic("navigation", 10, 100); Caracteristic occultisme = new Caracteristic("occultisme", 5, 100); Caracteristic persuasion = new Caracteristic("persuasion", 15, 100); Caracteristic piloterBateau = new Caracteristic("piloter bateau", 1, 100); Caracteristic premiersSoins = new Caracteristic("premiers soins", 30, 100); Caracteristic reparerConcevoir = new Caracteristic("reparer concevoir", 20, 100); Caracteristic royaumeNatal = new Caracteristic("royaume natal", 20, 100); Caracteristic royaumesEtrangers = new Caracteristic("royaumes etrangers", 1, 100); Caracteristic sagacite = new Caracteristic("sagacite", 5, 100); Caracteristic sauter = new Caracteristic("sauter", 25, 100); Caracteristic science = new Caracteristic("science", 1, 100); Caracteristic se_cacher = new Caracteristic("se cacher", 10, 100); Caracteristic statut = new Caracteristic("statut", 15, 100); Caracteristic suivrePiste = new Caracteristic("suivre une piste", 10, 100); Caracteristic trouverObjetCache = new Caracteristic("trouver objet cache", 25, 100); Skills.Add(art); Skills.Add(artisanat); Skills.Add(baratin); Skills.Add(bibliotheque); Skills.Add(comptabilite); Skills.Add(concocterPotion); Skills.Add(conduireAttelage); Skills.Add(coupDePied); Skills.Add(coupDePoing); Skills.Add(coupDeTete); Skills.Add(discretion); Skills.Add(dissimulation); Skills.Add(ecouter); Skills.Add(ecrireUneLangue); Skills.Add(esquiver); Skills.Add(grimper); Skills.Add(lancer); Skills.Add(langueEtrangere); Skills.Add(langueNatale); Skills.Add(lutte); Skills.Add(marchandage); Skills.Add(mondeNaturel); Skills.Add(monterACheval); Skills.Add(mytheDeCthulhu); Skills.Add(nager); Skills.Add(navigation); Skills.Add(occultisme); Skills.Add(persuasion); Skills.Add(piloterBateau); Skills.Add(premiersSoins); Skills.Add(reparerConcevoir); Skills.Add(royaumeNatal); Skills.Add(royaumesEtrangers); Skills.Add(sagacite); Skills.Add(sauter); Skills.Add(science); Skills.Add(se_cacher); Skills.Add(statut); Skills.Add(suivrePiste); Skills.Add(trouverObjetCache); #endregion #region spendable points SpendablePoints = new List <Caracteristic>(); Caracteristic healthPoints = new Caracteristic("health points", 3, 18); //max 18 Caracteristic woundLimit = new Caracteristic("wound limit", 1, 9); //max 9 Caracteristic magicPoints = new Caracteristic("magic points", 3, 9); //max 18 Caracteristic occupationSkillPoints = new Caracteristic("Occupation skill points", 0, 480); //max 480 Caracteristic personalInterestSkillPoints = new Caracteristic("Personal interest skill points", 0, 180); //max 180 SpendablePoints.Add(healthPoints); SpendablePoints.Add(woundLimit); SpendablePoints.Add(magicPoints); SpendablePoints.Add(occupationSkillPoints); SpendablePoints.Add(personalInterestSkillPoints); #endregion #region init careers Professions = new List <Career>(); Career artisan = new Career("artisan"); Professions.Add(artisan); Career clerc = new Career("clerc"); Professions.Add(clerc); Career ermite = new Career("ermite"); Professions.Add(ermite); Career erudit = new Career("erudit"); Professions.Add(erudit); Career fermier = new Career("fermier"); Professions.Add(fermier); Career forestier = new Career("forestier"); Professions.Add(forestier); Career garde = new Career("garde"); Professions.Add(garde); Career guerisseur = new Career("guerisseur"); Professions.Add(guerisseur); Career marchand = new Career("marchand"); Professions.Add(marchand); Career menestrel = new Career("menestrel"); Professions.Add(menestrel); Career marin = new Career("marin"); Professions.Add(marin); Career mendiant = new Career("mendiant"); Professions.Add(mendiant); Career moine = new Career("moine"); Professions.Add(moine); Career negociant = new Career("negociant"); Professions.Add(negociant); Career pelerin = new Career("pelerin"); Professions.Add(pelerin); Career pretre = new Career("pretre"); Professions.Add(pretre); Career sergent = new Career("sergent"); Professions.Add(sergent); Career serviteur = new Career("serviteur"); Professions.Add(serviteur); #region gameCareers artisan.JobSkills.Add(baratin); artisan.JobSkills.Add(marchandage); artisan.JobSkills.Add(mondeNaturel); artisan.JobSkills.Add(royaumeNatal); artisan.JobSkills.Add(sagacite); artisan.JobSkills.Add(statut); clerc.JobSkills.Add(bibliotheque); clerc.JobSkills.Add(langueEtrangere); clerc.JobSkills.Add(persuasion); clerc.JobSkills.Add(royaumeNatal); clerc.JobSkills.Add(statut); clerc.JobSkills.Add(ecrireUneLangue); ermite.JobSkills.Add(mondeNaturel); ermite.JobSkills.Add(occultisme); ermite.JobSkills.Add(persuasion); ermite.JobSkills.Add(sagacite); ermite.JobSkills.Add(se_cacher); ermite.JobSkills.Add(trouverObjetCache); ermite.JobSkills.Add(ecouter); erudit.JobSkills.Add(bibliotheque); erudit.JobSkills.Add(ecrireUneLangue); erudit.JobSkills.Add(persuasion); erudit.JobSkills.Add(royaumeNatal); erudit.JobSkills.Add(science); erudit.JobSkills.Add(statut); fermier.JobSkills.Add(artisanat); fermier.JobSkills.Add(conduireAttelage); fermier.JobSkills.Add(ecouter); fermier.JobSkills.Add(marchandage); fermier.JobSkills.Add(mondeNaturel); fermier.JobSkills.Add(suivrePiste); forestier.JobSkills.Add(artisanat); forestier.JobSkills.Add(lancer); forestier.JobSkills.Add(mondeNaturel); forestier.JobSkills.Add(nager); forestier.JobSkills.Add(discretion); forestier.JobSkills.Add(navigation); forestier.JobSkills.Add(piloterBateau); forestier.JobSkills.Add(suivrePiste); forestier.JobSkills.Add(trouverObjetCache); forestier.JobSkills.Add(ecouter); garde.JobSkills.Add(coupDePoing); garde.JobSkills.Add(coupDePied); garde.JobSkills.Add(coupDeTete); garde.JobSkills.Add(lutte); garde.JobSkills.Add(discretion); garde.JobSkills.Add(lancer); garde.JobSkills.Add(royaumeNatal); garde.JobSkills.Add(statut); garde.JobSkills.Add(trouverObjetCache); garde.JobSkills.Add(ecouter); guerisseur.JobSkills.Add(concocterPotion); guerisseur.JobSkills.Add(mondeNaturel); guerisseur.JobSkills.Add(occultisme); guerisseur.JobSkills.Add(premiersSoins); guerisseur.JobSkills.Add(sagacite); guerisseur.JobSkills.Add(trouverObjetCache); guerisseur.JobSkills.Add(ecouter); marchand.JobSkills.Add(baratin); marchand.JobSkills.Add(conduireAttelage); marchand.JobSkills.Add(langueEtrangere); marchand.JobSkills.Add(marchandage); marchand.JobSkills.Add(navigation); marchand.JobSkills.Add(royaumeNatal); marchand.JobSkills.Add(sagacite); menestrel.JobSkills.Add(art); menestrel.JobSkills.Add(baratin); menestrel.JobSkills.Add(marchandage); menestrel.JobSkills.Add(persuasion); menestrel.JobSkills.Add(royaumeNatal); menestrel.JobSkills.Add(sagacite); marin.JobSkills.Add(baratin); marin.JobSkills.Add(grimper); marin.JobSkills.Add(mondeNaturel); marin.JobSkills.Add(navigation); marin.JobSkills.Add(piloterBateau); marin.JobSkills.Add(royaumesEtrangers); mendiant.JobSkills.Add(baratin); mendiant.JobSkills.Add(dissimulation); mendiant.JobSkills.Add(marchandage); mendiant.JobSkills.Add(sagacite); mendiant.JobSkills.Add(ecouter); mendiant.JobSkills.Add(trouverObjetCache); moine.JobSkills.Add(art); moine.JobSkills.Add(bibliotheque); moine.JobSkills.Add(ecouter); moine.JobSkills.Add(ecrireUneLangue); moine.JobSkills.Add(langueEtrangere); moine.JobSkills.Add(occultisme); negociant.JobSkills.Add(baratin); negociant.JobSkills.Add(comptabilite); negociant.JobSkills.Add(ecrireUneLangue); negociant.JobSkills.Add(langueEtrangere); negociant.JobSkills.Add(marchandage); negociant.JobSkills.Add(royaumesEtrangers); negociant.JobSkills.Add(royaumeNatal); pelerin.JobSkills.Add(discretion); pelerin.JobSkills.Add(marchandage); pelerin.JobSkills.Add(mondeNaturel); pelerin.JobSkills.Add(navigation); pelerin.JobSkills.Add(royaumeNatal); pretre.JobSkills.Add(baratin); pretre.JobSkills.Add(langueEtrangere); pretre.JobSkills.Add(occultisme); pretre.JobSkills.Add(persuasion); pretre.JobSkills.Add(sagacite); pretre.JobSkills.Add(statut); sergent.JobSkills.Add(baratin); sergent.JobSkills.Add(discretion); sergent.JobSkills.Add(marchandage); sergent.JobSkills.Add(sagacite); sergent.JobSkills.Add(statut); sergent.JobSkills.Add(trouverObjetCache); serviteur.JobSkills.Add(artisanat); serviteur.JobSkills.Add(baratin); serviteur.JobSkills.Add(discretion); serviteur.JobSkills.Add(dissimulation); serviteur.JobSkills.Add(ecouter); serviteur.JobSkills.Add(trouverObjetCache); #endregion #endregion #region species SpeciesList = new List <Species>(); Species human = new Species { Name = "human", Modificators = new List <KeyValuePair <Caracteristic, int> >() }; SpeciesList.Add(human); #endregion #region rules Rules = "Roll 3D6 for Str, Con, Pow and Dex. "; Rules += "Then roll 2D6 + 6 for Siz and Int. "; Rules += "Finally, roll 3D6 + 3 for Edu. "; Rules += "Your stats are simply 5 times the corresponding attribute. "; Rules += "The system will calculate the value of other statistics. "; Rules += "You will be granted 20 times your education score to spend in your professionnal occupation. "; Rules += "As per your personal interest skill, you will receive 10 times your intelligence score to spend. "; #endregion }
public bool IsJobSkill(Caracteristic skill, Career job) { return(job.JobSkills.Any(s => s.Equals(skill))); }
public bool EqualsCaracteristic(Caracteristic carac) { return(this.Name.ToLower() == carac.Name.ToLower()); }
public override void OnStart() { cara = GetComponent <Caracteristic>(); cara.isHit.AddListener(UpgradeHitCount); startPatternTime = CustomTimer.manager.elapsedTime; }
public Statistic(Caracteristic type) { Type = type; Amount = new StatisticAmount(); }