Exemple #1
0
    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());
        }
    }
Exemple #2
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 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
     };
 }
        public async Task <IActionResult> Edit(int id, [Bind("Charismaid,Chasaveprof,Chavalue,Persuasionid,Performanceid,Deceptionid,Intimidationid")] Charisma charisma)
        {
            if (id != charisma.Charismaid)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(charisma);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!CharismaExists(charisma.Charismaid))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            ViewData["Deceptionid"]    = new SelectList(_context.Set <Deception>(), "Deceptionid", "Deceptionid", charisma.Deceptionid);
            ViewData["Intimidationid"] = new SelectList(_context.Set <Intimidation>(), "Intimidationid", "Intimidationid", charisma.Intimidationid);
            ViewData["Performanceid"]  = new SelectList(_context.Set <Performance>(), "Performanceid", "Performanceid", charisma.Performanceid);
            ViewData["Persuasionid"]   = new SelectList(_context.Set <Persuasion>(), "Persuasionid", "Persuasionid", charisma.Persuasionid);
            return(View(charisma));
        }
Exemple #4
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        /// <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);
        }
Exemple #5
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        protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            ele.TryPathTo("Strength", true, out subEle);
            subEle.Value = Strength.ToString();

            ele.TryPathTo("Perception", true, out subEle);
            subEle.Value = Perception.ToString();

            ele.TryPathTo("Endurance", true, out subEle);
            subEle.Value = Endurance.ToString();

            ele.TryPathTo("Charisma", true, out subEle);
            subEle.Value = Charisma.ToString();

            ele.TryPathTo("Intelligence", true, out subEle);
            subEle.Value = Intelligence.ToString();

            ele.TryPathTo("Agility", true, out subEle);
            subEle.Value = Agility.ToString();

            ele.TryPathTo("Luck", true, out subEle);
            subEle.Value = Luck.ToString();
        }
Exemple #6
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        public void Bonus_CharismaSpecified_ShouldWork()
        {
            SetupCharacter();

            SavingThrows charisma = new Charisma(true);

            Assert.AreEqual(-5, charisma.Bonus);
            Assert.IsTrue(charisma.Proficiency);
        }
Exemple #7
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 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);
 }
Exemple #8
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 public StatArray()
 {
     Strength     = new Strength();
     Dexterity    = new Dexterity();
     Constitution = new Constitution();
     Intelligence = new Intelligence();
     Wisdom       = new Wisdom();
     Charisma     = new Charisma();
 }
        public Personality()
        {
            description = new List <string>();

            theCharisma       = new Charisma();
            theIntelligence   = new Intelligence();
            theSocialOpenness = new SocialOpenness();
            theSpeechStyle    = new SpeechStyle();
            theWisdom         = new Wisdom();
        }
Exemple #10
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 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();
 }
Exemple #11
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    public stat Health, Sanity, Strength, Agility, Intelligence, Willpower, Perception, Charisma; // Stats that are accessed through other scripts. E.g. GetComponent<rpgStats>().health.Add(-2);

    private void Awake()                                                                          // All stat values set to their starting values.
    {
        Health.SetValue(StartHealth);
        Sanity.SetValue(StartSanity);
        Strength.SetValue(StartStrength);
        Agility.SetValue(StartAgility);
        Intelligence.SetValue(StartIntelligence);
        Willpower.SetValue(StartWillpower);
        Perception.SetValue(StartPerception);
        Charisma.SetValue(StartCharisma);
    }
Exemple #12
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 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);
 }
Exemple #14
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 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));
 }
Exemple #15
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 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("Charismaid,Chasaveprof,Chavalue,Persuasionid,Performanceid,Deceptionid,Intimidationid")] Charisma charisma)
        {
            if (ModelState.IsValid)
            {
                _context.Add(charisma);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            ViewData["Deceptionid"]    = new SelectList(_context.Set <Deception>(), "Deceptionid", "Deceptionid", charisma.Deceptionid);
            ViewData["Intimidationid"] = new SelectList(_context.Set <Intimidation>(), "Intimidationid", "Intimidationid", charisma.Intimidationid);
            ViewData["Performanceid"]  = new SelectList(_context.Set <Performance>(), "Performanceid", "Performanceid", charisma.Performanceid);
            ViewData["Persuasionid"]   = new SelectList(_context.Set <Persuasion>(), "Persuasionid", "Persuasionid", charisma.Persuasionid);
            return(View(charisma));
        }
Exemple #17
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        /**
         * TODO
         * Equipment
         * Powers
         * Hindrances
         *
         * Later:
         * Injuries
         **/

        public override string ToString()
        {
            StringBuilder retval = new StringBuilder("");

            retval.AppendLine("Name:" + Name);
            retval.AppendLine("Charisma:" + Charisma.ToString());
            retval.AppendLine("Pace:" + Pace.ToString());
            retval.AppendLine("Parry:" + Parry.ToString());
            retval.AppendLine("Toughness:" + Toughness.ToString());
            retval.AppendLine("Agility:" + Agility.ToString());
            retval.AppendLine("Smarts:" + Smarts.ToString());
            retval.AppendLine("Strength:" + Strength.ToString());
            retval.AppendLine("Spirit:" + Spirit.ToString());
            retval.AppendLine("Vigor:" + Vigor.ToString());
            return(retval.ToString());
        }
Exemple #18
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        protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            ele.TryPathTo("CreatureType", true, out subEle);
            subEle.Value = CreatureType.ToString();

            ele.TryPathTo("Skill/Combat", true, out subEle);
            subEle.Value = CombatSkill.ToString();

            ele.TryPathTo("Skill/Magic", true, out subEle);
            subEle.Value = MagicSkill.ToString();

            ele.TryPathTo("Skill/Stealth", true, out subEle);
            subEle.Value = StealthSkill.ToString();

            ele.TryPathTo("Health", true, out subEle);
            subEle.Value = Health.ToString();

            WriteUnusedXML(ele, master);

            ele.TryPathTo("Damage", true, out subEle);
            subEle.Value = Damage.ToString();

            ele.TryPathTo("Strength", true, out subEle);
            subEle.Value = Strength.ToString();

            ele.TryPathTo("Perception", true, out subEle);
            subEle.Value = Perception.ToString();

            ele.TryPathTo("Endurance", true, out subEle);
            subEle.Value = Endurance.ToString();

            ele.TryPathTo("Charisma", true, out subEle);
            subEle.Value = Charisma.ToString();

            ele.TryPathTo("Intelligence", true, out subEle);
            subEle.Value = Intelligence.ToString();

            ele.TryPathTo("Agility", true, out subEle);
            subEle.Value = Agility.ToString();

            ele.TryPathTo("Luck", true, out subEle);
            subEle.Value = Luck.ToString();
        }
Exemple #19
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        public void Starting()
        {
            // Before we do anything, we need to set up Charisma. Put this in your initialisation code. You only need to do this one.
            //Charisma.Setup();


            // The Charisma logger logs events to and from Charisma.
            CharismaLogger.IsActive = showLog;
            Debug.Log("Starting Charisma");

            // We create the config of our token here, based on the settings we have defined in the inspector.

            setting = new GetPlaythroughTokenParams(storyId: storyId, storyVersion: storyVersion, draftToken: draftToken);



            // We use these settings to create a play-through token.
            Charisma.CreatePlaythroughToken(tokenParams: setting, callback: token =>
            {
                // Once we receive the callback with our token, we can create a new conversation.
                Charisma.CreateConversation(token: token, callback: conversationId =>
                {
                    // We'll cache out conversation Id since we need  this to send replies and other events to Charisma.


                    this._conversationId = conversationId;


                    // We can now create a new charisma object and pass it our token.


                    this._charisma = new Charisma(token: token);


                    // We can now connect to Charisma. Once we receive the ready callback, we can start our play-through.
                    ConnectToCharisma();
                });
            });

            // Bind the SendPlayerMessage function to the UI button.
            button.onClick.AddListener(call: SendPlayerMessage);
        }
Exemple #20
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        }                                                      // 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;
        }
Exemple #21
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 private void Start()
 {
     Charisma.Setup();
 }
Exemple #22
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        public override void WritePropertyXML(XmlWriter xmlWriter)
        {
            base.WritePropertyXML(xmlWriter);

            xmlWriter.WriteStartElement("Type");
            xmlWriter.WriteString(Methods.GetCreatureTypeString(Type));
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("ChallengeRating");
            xmlWriter.WriteString(ChallengeRating.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("AttackSets");
            foreach (AttackSet attackSet in AttackSets)
            {
                attackSet.WriteXML(xmlWriter);
            }
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Strength");
            xmlWriter.WriteString(Strength.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Dexterity");
            xmlWriter.WriteString(Dexterity.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Constitution");
            xmlWriter.WriteString(Constitution.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Intelligence");
            xmlWriter.WriteString(Intelligence.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Wisdom");
            xmlWriter.WriteString(Wisdom.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Charisma");
            xmlWriter.WriteString(Charisma.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("BaseAttackBonus");
            xmlWriter.WriteString(BaseAttackBonus.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("GrappleModifier");
            xmlWriter.WriteString(GrappleModifier.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("HitPoints");
            xmlWriter.WriteString(HitPoints.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("HitDice");
            xmlWriter.WriteString(HitDice.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("HitDieType");
            xmlWriter.WriteString(Methods.GetDieTypeString(HitDieType));
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("ArmorClass");
            xmlWriter.WriteString(ArmorClass.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("TouchArmorClass");
            xmlWriter.WriteString(TouchArmorClass.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("FlatFootedArmorClass");
            xmlWriter.WriteString(FlatFootedArmorClass.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Speed");
            Speed.WriteXML(xmlWriter);
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("FortitudeSave");
            xmlWriter.WriteString(FortitudeSave.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("ReflexSave");
            xmlWriter.WriteString(ReflexSave.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("WillSave");
            xmlWriter.WriteString(WillSave.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Feats");
            foreach (string feat in Feats)
            {
                xmlWriter.WriteStartElement("Feat");
                xmlWriter.WriteString(feat);
                xmlWriter.WriteEndElement();
            }
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Space");
            xmlWriter.WriteString(Space.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Reach");
            xmlWriter.WriteString(Reach.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Size");
            xmlWriter.WriteString(Methods.GetSizeString(Size));
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("DamageReductions");
            foreach (DamageReduction dr in DamageReductions)
            {
                dr.WriteXML(xmlWriter);
            }
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("Immunities");
            Immunities.WriteXML(xmlWriter);
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("EnergyResistances");
            foreach (EnergyResistance er in EnergyResistances)
            {
                er.WriteXML(xmlWriter);
            }
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("SpellResistance");
            xmlWriter.WriteString(SpellResistance.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("FastHealing");
            xmlWriter.WriteString(FastHealing.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("SpecialAttacks");
            xmlWriter.WriteString(SpecialAttacks);
            xmlWriter.WriteEndElement();

            xmlWriter.WriteStartElement("SpecialQualities");
            xmlWriter.WriteString(String.Join(", ", SpecialQualities));
            xmlWriter.WriteEndElement();
        }
Exemple #23
0
        /// <summary>
        /// Loads
        /// </summary>
        /// <param name="node">XmlNode handle</param>
        public virtual bool Load(XmlNode node)
        {
            if (node == null)
            {
                return(false);
            }


            if (node.NodeType == XmlNodeType.Comment)
            {
                return(false);
            }

            switch (node.Name.ToLower())
            {
            case "strength":
            {
                Strength.Load(node);
            }
            break;

            case "intelligence":
            {
                Intelligence.Load(node);
            }
            break;

            case "wisdom":
            {
                Wisdom.Load(node);
            }
            break;

            case "dexterity":
            {
                Dexterity.Load(node);
            }
            break;

            case "constitution":
            {
                Constitution.Load(node);
            }
            break;

            case "charisma":
            {
                Charisma.Load(node);
            }
            break;

            case "alignment":
            {
                Alignment = (EntityAlignment)Enum.Parse(typeof(EntityAlignment), node.Attributes["value"].Value, true);
            }
            break;

            case "hitpoint":
            {
                HitPoint.Load(node);
            }
            break;

            case "movespeed":
            {
                MoveSpeed = TimeSpan.FromMilliseconds(int.Parse(node.Attributes["value"].Value));
            }
            break;

            default:
            {
                Trace.WriteLine("[Entity] Load() : Unknown node : <{0}>", node.Name);
            }
            break;
            }


            return(true);
        }
Exemple #24
0
 internal override void SetCharisma(Character character, int charisma) => character.Charisma = Charisma.FromInteger(charisma);