private void frmMain_Load(object sender, EventArgs e) { WriteLog("Program initialised"); WriteLog("Try to check program files"); WriteLog(File.Exists(Application.StartupPath + "\\PolarOrbit.dll") ? "Finished! All parts avaliable!" : "Warning! Some parts missed!"); _service = new Cybernetics(); _service.OnTransimitMessage += TransimitMessage; //_service.OnAccountRequested += RequestAccount; }
public ActionResult CyberneticSeed(int id) { Cybernetics cyber = new Cybernetics(); Modifier mod = new Modifier(); mod.ResistRadiation = 80; mod.Intelligence = 2; mod.ResistGasDR = 70; mod.Strength = 1; mod.Endurance = 1; mod.Agility = -1; mod.ArmorClass = 5; ArmorResistance res = new ArmorResistance(); //Normal res = new ArmorResistance(); res.Threshold = 3; res.Resistance = 20; res.ResistanceType = ResistType.Normal; mod.ArmorResists.Add(res); //Laser res = new ArmorResistance(); res.Threshold = 1; res.Resistance = 10; res.ResistanceType = ResistType.Laser; mod.ArmorResists.Add(res); //Fire res = new ArmorResistance(); res.Threshold = 1; res.Resistance = 10; res.ResistanceType = ResistType.Fire; mod.ArmorResists.Add(res); //Plasma res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 5; res.ResistanceType = ResistType.Plasma; mod.ArmorResists.Add(res); //Explosion res = new ArmorResistance(); res.Threshold = 5; res.Resistance = 25; res.ResistanceType = ResistType.Explosion; mod.ArmorResists.Add(res); SkillModifier skill = new SkillModifier(); skill.Skill = "Small Guns"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Big Guns"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Energy Weapons"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Throwing"; skill.Value = 10; mod.Skill.Add(skill); cyber.StaticMods = mod; Character character = db.Characters.Find(id); character.Cybernetics = cyber; db.SaveChanges(); return(RedirectToAction("Character", new { id = id })); }