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));
        }
Example #3
0
 public CaracteristicViewModel(Caracteristic baseCarac)
 {
     Name  = baseCarac.Name;
     Score = baseCarac.Validate(baseCarac.CurrentValue) ?
             baseCarac.CurrentValue:
             baseCarac.Minimum;
 }
Example #4
0
 public CharacteristicMessage(Caracteristic characteristic, int kamas, int characteristicsPoints, string tcpId)
 {
     Characteristic        = characteristic;
     Kamas                 = kamas;
     CharacteristicsPoints = characteristicsPoints;
     TcpId                 = tcpId;
 }
Example #5
0
 public override void OnStart()
 {
     startChargePower = CustomTimer.manager.elapsedTime;
     startYPosition   = transform.position.y;
     cara             = GetComponent <Caracteristic>();
     startHP          = cara.pv;
     currentHP        = startHP;
 }
Example #6
0
 public override void OnStart()
 {
     startPowerTime   = CustomTimer.manager.elapsedTime;
     hasReleasedPower = false;
     cara             = GetComponent <Caracteristic>();
     startHP          = cara.pv;
     currentHP        = startHP;
 }
Example #7
0
 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;
 }
Example #8
0
        /// <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
                });
            }
        }
Example #9
0
        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;
            }
        }
Example #13
0
        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)));
 }
Example #16
0
 public bool EqualsCaracteristic(Caracteristic carac)
 {
     return(this.Name.ToLower() == carac.Name.ToLower());
 }
Example #17
0
 public override void OnStart()
 {
     cara = GetComponent <Caracteristic>();
     cara.isHit.AddListener(UpgradeHitCount);
     startPatternTime = CustomTimer.manager.elapsedTime;
 }
Example #18
0
        public Statistic(Caracteristic type)
        {
            Type = type;

            Amount = new StatisticAmount();
        }