public override void Generate()
        {
            FirstName = LastName = "";
            BaseAim   = BaseEnergy = BaseSpeed = BaseStrength = BaseVigor = 1;

            Level            = (World.Map)Utilities.InterStateResources.Instance.Resources["Game_CurrentLevel"];
            InventoryHandler = new Guardian_Roguelike.World.Items.Inventory();
        }
Exemple #2
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        public override void Generate()
        {
            BaseAim = BaseEnergy = BaseSpeed = BaseStrength = BaseVigor = 2;
            #region Add variance to stats
            if (RndGen.Next(0, 100) < 10)
            {
                BaseAim--;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseAim++;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseEnergy--;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseEnergy++;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseSpeed--;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseSpeed++;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseStrength--;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseStrength++;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseVigor--;
            }
            if (RndGen.Next(0, 100) < 10)
            {
                BaseVigor++;
            }
            #endregion

            Level            = (World.Map)Utilities.InterStateResources.Instance.Resources["Game_CurrentLevel"];
            InventoryHandler = new Guardian_Roguelike.World.Items.Inventory();

            //TODO: Find out if you can use Dwarf Fortress' language files to generate names
            //Until then, "Gear Inkmoist" it is! :P
            FirstName = "Olon";
            LastName  = "Likotidash";
        }