public void Generate(CWorld World, int Tier, int Level) { mOwner = 0; CTierInfo tier = CGame.AssetManager.mUnitRules.GetTier(Tier); if (tier == null) { Debug.LogError("Requested tier did not exist in resume generation"); return; } if (Tier == 1) { Level = 1; // (int)(World.SimRnd.GetNextFloat() * ); } if (tier.mMaxLevel != 0 && Level > tier.mMaxLevel) { Level = tier.mMaxLevel; } mStats.mName = CUtility.GenerateRandomName(World.SimRnd); mStats.mTier = tier.mTierIndex; mStats.mLevel = Level; mStats.mSalary = tier.mSalary.Get(Level); mStats.mIntelligence = tier.mIntelligence.Get(Level); mStats.mMaxStamina = tier.mMaxStamina.Get(Level); mStats.mMaxSpeed = tier.mMaxSpeed.Get(Level); mStats.mHungerRate = tier.mHungerRate.Get(Level); mStats.mMaxHunger = tier.mMaxHunger.Get(Level); mStats.mPaperCapacity = tier.mPaperCapacity.Get(Level); mStats.mAttackDamage = tier.mAttackDamage.Get(Level); mStats.mDefense = tier.mDefense.Get(Level); mStats.mIdleTime = tier.mIdleTime.Get(Level); mStats.mWorkStaminaRate = tier.mWorkStaminaRate.Get(Level); mStats.mRequiredXP = tier.mRequiredXP.Get(Level); mStats.mPromotionDemand = 1; mStats.mMaxStress = 100; mStats.mRestDesired = 40; mStats.mRestForced = 20; mStats.mEatDesired = 50; mStats.mEatForced = 80; mStats.mStressRecoveryRate = 1; mStats.mEatRate = 10; mStats.mAttackSpeed = 1; }