public bool setIsFlying(NPCData.CharRace charRace)
    {
        if ((int)charRace >= AvianOpen && (int)charRace <= AvianClose)
        {
            return(true);
        }

        switch (charRace)
        {
        case NPCData.CharRace.incubus:
            return(true);

        case NPCData.CharRace.succubus:
            return(true);

        case NPCData.CharRace.Crow:
            return(true);

        case NPCData.CharRace.dragon:
            return(true);

        default:
            return(false);
        }
    }
Exemple #2
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    public bool setIsVirgin(NPCData.CharRace charRace)
    {
        iterator += 1;

        switch (charRace)
        {
        case NPCData.CharRace.angel:
            return(true);

        case NPCData.CharRace.succubus:
            return(false);

        default:
            break;
        }

        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
        randNum = Random.Range(0, 100);

        if (randNum >= 90)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
    public NPCData.DickType setDickType(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.Wolf:
            return(NPCData.DickType.wolf);

        case NPCData.CharRace.Fox:
            return(NPCData.DickType.fox);

        case NPCData.CharRace.Equine:
            return(NPCData.DickType.equine);

        case NPCData.CharRace.incubus:
            return(NPCData.DickType.demon);

        case NPCData.CharRace.succubus:
            return(NPCData.DickType.demon);

        case NPCData.CharRace.dragon:
            return(NPCData.DickType.dragon);

        default:
            return(NPCData.DickType.human);
        }
    }
    public float setMaxArousal(NPCData.CharRace charRace)
    {
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        switch (charRace)
        {
        case NPCData.CharRace.Wolf:
            return(Random.Range(70, 120));

        case NPCData.CharRace.Equine:
            return(Random.Range(60, 100));

        case NPCData.CharRace.succubus:
            return(Random.Range(100, 160));

        case NPCData.CharRace.incubus:
            return(Random.Range(100, 160));

        case NPCData.CharRace.Bunny:
            return(Random.Range(80, 150));

        default:
            return(Random.Range(80, 130));
        }
    }
Exemple #5
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    public NPCData.CharAttacks raceAttacks(NPCData.CharRace charRace)
    {
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        switch (charRace)
        {
        case NPCData.CharRace.Wolf:
            return((NPCData.CharAttacks)Random.Range(85, 89));

        case NPCData.CharRace.Bunny:
            return((NPCData.CharAttacks)Random.Range(94, 97));

        case NPCData.CharRace.succubus:
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            randNum = Random.Range(0, 100);
            if (randNum > 80)
            {
                return(magicAttacks());
            }
            return((NPCData.CharAttacks)Random.Range(90, 93));

        case NPCData.CharRace.Equine:
            return((NPCData.CharAttacks)Random.Range(98, 101));

        default:
            return(genericAttacks());
        }
    }
    public float setLoyalty(NPCData.CharRace charRace, NPCData.CharClass charClass)
    {
        float retValue = 0;

        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);



        switch (charRace)
        {
        case NPCData.CharRace.angel:
            retValue += Random.Range(0, 10);
            break;

        case NPCData.CharRace.succubus:
            retValue += Random.Range(0, 10) - 10;
            break;

        case NPCData.CharRace.incubus:
            retValue += Random.Range(0, 10) - 10;
            break;

        default:
            break;
        }

        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        switch (charClass)
        {
        case NPCData.CharClass.Inquisitor:
            return(retValue + Random.Range(0, 5));

        case NPCData.CharClass.CommunityWorker:
            return(retValue + Random.Range(5, 10));

        case NPCData.CharClass.DarkPaladin:
            return(retValue + Random.Range(5, 10) - 15);

        case NPCData.CharClass.Feral:
            return(retValue + Random.Range(5, 10) - 15);

        case NPCData.CharClass.Paladin:
            return(retValue + Random.Range(5, 10));

        case NPCData.CharClass.Politician:
            return(retValue + Random.Range(5, 10) - 15);

        case NPCData.CharClass.Priest:
            return(retValue + Random.Range(0, 5));

        case NPCData.CharClass.Thief:
            return(retValue + Random.Range(5, 10) - 15);

        default:
            return(retValue);
        }
    }
    public float setCorruption(NPCData.CharRace charRace, NPCData.CharClass charClass)
    {
        float retValue = 0;

        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);



        switch (charRace)
        {
        case NPCData.CharRace.angel:
            retValue += Random.Range(-15, 10);
            break;

        case NPCData.CharRace.succubus:
            retValue += Random.Range(25, 85);
            break;

        case NPCData.CharRace.incubus:
            retValue += Random.Range(25, 85);
            break;

        default:
            break;
        }
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        switch (charClass)
        {
        case NPCData.CharClass.Inquisitor:
            return(retValue + Random.Range(-5, 5));

        case NPCData.CharClass.DarkPaladin:
            return(retValue + Random.Range(10, 40));

        case NPCData.CharClass.Paladin:
            return(retValue + Random.Range(-20, 10));

        case NPCData.CharClass.Politician:
            return(retValue + Random.Range(5, 25));

        case NPCData.CharClass.Priest:
            return(retValue + Random.Range(-10, 5));

        case NPCData.CharClass.Thief:
            return(retValue + Random.Range(5, 20));

        case NPCData.CharClass.Monk:
            return(retValue + Random.Range(-15, 10));

        case NPCData.CharClass.W***e:
            return(retValue + Random.Range(5, 30));

        default:
            return(retValue + Random.Range(0, 20));
        }
    }
Exemple #8
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 public int setBreastRow(NPCData.CharRace charRace)
 {
     switch (charRace)
     {
     default:
         return(1);
     }
 }
Exemple #9
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    public float setBreast1Size(NPCData.CharSex charSex, NPCData.CharRace charRace)
    {
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        float finalsize = 0;

        if (charSex == NPCData.CharSex.Man || charSex == NPCData.CharSex.Maleherm)
        {
            finalsize = 0f;
        }
        else if (charSex == NPCData.CharSex.Trap)
        {
            finalsize = Random.Range(0f, 2.5f);
        }
        else if (charSex == NPCData.CharSex.Cuntboy)
        {
            finalsize = 0f;
        }
        else if (charSex == NPCData.CharSex.Eunuch)
        {
            finalsize = Random.Range(0, 6f);
        }
        else
        {
            finalsize = Random.Range(3f, 20f);
        }

        switch (charRace)
        {
        case NPCData.CharRace.succubus:
            finalsize += 3f;
            break;

        case NPCData.CharRace.Dodo:
            finalsize -= 2f;
            break;

        case NPCData.CharRace.Equine:
            finalsize -= 1f;
            break;

        default:
            break;
        }


        if (finalsize < 0)
        {
            finalsize = 0;
        }


        return(finalsize);
    }
 public NPCData.EyesColor setEyesColor(NPCData.CharRace charRace)
 {
     iterator += 1;
     count     = (int)NPCData.EyesColor.Count - 1;
     switch (charRace)
     {
     default:
         Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
         return((NPCData.EyesColor)Random.Range(0, count));
     }
 }
Exemple #11
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    public float setLactationML(NPCData.CharRace charRace)
    {
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);

        switch (charRace)
        {
        default:
            return(Random.Range(450, 1000));
        }
    }
    public bool setHasTentacles(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.Plant:
            return(true);

        default:
            return(false);
        }
    }
    public bool setIsFurry(NPCData.CharRace charRace)
    {
        if ((int)charRace >= FurryOpen && (int)charRace <= AquaticClose)
        {
            return(true);
        }

        switch (charRace)
        {
        default:
            return(false);
        }
    }
    public bool setHasFeathers(NPCData.CharRace charRace)
    {
        if ((int)charRace >= AvianOpen && (int)charRace <= AvianClose)
        {
            return(true);
        }

        switch (charRace)
        {
        default:
            return(false);
        }
    }
    public NPCData.CharRace adjustRaceGender(NPCData.CharRace charRace, NPCData.CharSex charSex)
    {
        if (charSex == NPCData.CharSex.Man && charRace == NPCData.CharRace.succubus || charSex == NPCData.CharSex.Trap && charRace == NPCData.CharRace.succubus)
        {
            return(NPCData.CharRace.incubus);
        }

        if (charSex == NPCData.CharSex.Woman && charRace == NPCData.CharRace.incubus || charSex == NPCData.CharSex.Dickgirl && charRace == NPCData.CharRace.incubus || charSex == NPCData.CharSex.Futanari && charRace == NPCData.CharRace.incubus)
        {
            return(NPCData.CharRace.succubus);
        }

        return(charRace);
    }
    public bool setHasScales(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.dragon:
            return(true);

        case NPCData.CharRace.Lizard:
            return(true);

        default:
            return(false);
        }
    }
    public NPCData.HairType setHairType(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.Lion:
            return(NPCData.HairType.Mane);

        case NPCData.CharRace.GooGirl:
            return(NPCData.HairType.GooHair);

        default:
            return(NPCData.HairType.Normal);
        }
    }
    public NPCData.LowerBack setLowerBack(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.Wolf:
            return(NPCData.LowerBack.wolf);

        case NPCData.CharRace.Bunny:
            return(NPCData.LowerBack.bunny);

        case NPCData.CharRace.Equine:
            return(NPCData.LowerBack.equine);

        case NPCData.CharRace.Dodo:
            return(NPCData.LowerBack.avian);

        case NPCData.CharRace.Crow:
            return(NPCData.LowerBack.avian);

        case NPCData.CharRace.Fox:
            return(NPCData.LowerBack.fox);

        case NPCData.CharRace.Lion:
            return(NPCData.LowerBack.feline);

        case NPCData.CharRace.minotaur:
            return(NPCData.LowerBack.bull);

        case NPCData.CharRace.Rodent:
            return(NPCData.LowerBack.rodent);

        case NPCData.CharRace.Mouse:
            return(NPCData.LowerBack.rodent);

        case NPCData.CharRace.Deer:
            return(NPCData.LowerBack.deer);

        case NPCData.CharRace.succubus:
            return(NPCData.LowerBack.demon);

        case NPCData.CharRace.incubus:
            return(NPCData.LowerBack.demon);

        case NPCData.CharRace.dragon:
            return(NPCData.LowerBack.dragon);

        default:
            return(NPCData.LowerBack.NONE);
        }
    }
    public NPCData.HeadAccesory1 setHeadAcc1(NPCData.CharRace charRace)
    {
        iterator += 1;
        switch (charRace)
        {
        case NPCData.CharRace.succubus:
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            randNum = Random.Range(0, 100);
            if (randNum >= 90)
            {
                return(NPCData.HeadAccesory1.DemonicHornsBig);
            }
            else if (randNum >= 60)
            {
                return(NPCData.HeadAccesory1.DemonicHorns);
            }
            else
            {
                return(NPCData.HeadAccesory1.DemonicHornsSmall);
            }

        case NPCData.CharRace.incubus:
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            randNum = Random.Range(0, 100);
            if (randNum >= 90)
            {
                return(NPCData.HeadAccesory1.DemonicHornsBig);
            }
            else if (randNum >= 60)
            {
                return(NPCData.HeadAccesory1.DemonicHorns);
            }
            else
            {
                return(NPCData.HeadAccesory1.DemonicHornsSmall);
            }

        case NPCData.CharRace.minotaur:
            return(NPCData.HeadAccesory1.bullHorns);

        case NPCData.CharRace.Deer:
            return(NPCData.HeadAccesory1.deerAntlers);

        case NPCData.CharRace.dragon:
            return(NPCData.HeadAccesory1.dragonHorns);

        default:
            return(NPCData.HeadAccesory1.NONE);
        }
    }
    public NPCData.CharFeatherColor setFeathers(NPCData.CharRace charRace)
    {
        iterator += 1;
        switch (charRace)
        {
        case NPCData.CharRace.EXOTICCLOSE:
            //example if you want to thinker with specific races
            return((NPCData.CharFeatherColor) 0);

        default:
            count = (int)NPCData.CharFeatherColor.Count - 1;
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            return((NPCData.CharFeatherColor)Random.Range(0, count));
        }
    }
Exemple #21
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    // NEED TO ADD NON GENERIC ONES
    public static string textDefeat()
    {
        NPCData.CharRace charRace = NPCCharList.CharMonster[0].charRace;
        switch (charRace)
        {
        case NPCData.CharRace.Human:
            return(CombatDefeatTextsEnemyGeneric.defeatGeneric());

        case NPCData.CharRace.Wolf:
            return(CombatDefeatTextsEnemyGeneric.defeatGeneric());

        default:
            return(CombatDefeatTextsEnemyGeneric.defeatGeneric());
        }
    }
    public NPCData.HeadType setHeadType(NPCData.CharRace charRace)
    {
        /*if (WorldControl.furryOn == false) {
         *      return NPCData.HeadType.HUMAN;
         * }*/

        switch (charRace)
        {
        case NPCData.CharRace.Dodo:
            return(NPCData.HeadType.dodo);

        case NPCData.CharRace.Wolf:
            return(NPCData.HeadType.WOLF);

        case NPCData.CharRace.minotaur:
            return(NPCData.HeadType.bull);

        case NPCData.CharRace.Fox:
            return(NPCData.HeadType.FOX);

        case NPCData.CharRace.Bunny:
            return(NPCData.HeadType.BUNNY);

        case NPCData.CharRace.Equine:
            return(NPCData.HeadType.EQUINE);

        case NPCData.CharRace.Crow:
            return(NPCData.HeadType.AVIAN);

        case NPCData.CharRace.Lion:
            return(NPCData.HeadType.LION);

        case NPCData.CharRace.Rodent:
            return(NPCData.HeadType.MOUSE);

        case NPCData.CharRace.Mouse:
            return(NPCData.HeadType.MOUSE);

        case NPCData.CharRace.Deer:
            return(NPCData.HeadType.DEER);

        case NPCData.CharRace.dragon:
            return(NPCData.HeadType.dragon);

        default:
            return(NPCData.HeadType.HUMAN);
        }
    }
    public bool setHasFur(NPCData.CharRace charRace)
    {
        if ((int)charRace >= FurryOpen && (int)charRace <= FurryClose)
        {
            return(true);
        }

        switch (charRace)
        {
        case NPCData.CharRace.minotaur:
            return(true);

        default:
            return(false);
        }
    }
Exemple #24
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    public static string textVictory()
    {
        NPCData.CharRace charRace = NPCCharList.CharMonster[0].charRace;
        switch (charRace)
        {
        case NPCData.CharRace.Human:
            return(CombatVictoryTextsEnemyGeneric.textGeneric());

        //return CombatVictoryTextsEnemyHuman.enemyHumanVictory();
        case NPCData.CharRace.Wolf:
            return(CombatVictoryTextsEnemyWolf.enemyWolfVictory());

        default:
            return(CombatVictoryTextsEnemyGeneric.textGeneric());
        }
    }
    public NPCData.BeardLength setBeardLength(NPCData.CharSex charSex, NPCData.CharRace charRace)
    {
        iterator += 1;
        // the race is only used for special races, maybe like dwarfs, none yet tho. Should use if

        switch (charSex)
        {
        case NPCData.CharSex.Man:
            count = (int)NPCData.BeardLength.Count - 1;
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            return((NPCData.BeardLength)Random.Range(0, count));

        default:
            return(NPCData.BeardLength.NONE);
        }
    }
    public NPCData.BeardStyle setBeardStyle(NPCData.CharSex charSex, NPCData.CharRace charRace)
    {
        iterator += 1;
        // the race is only used for special races, maybe like dwarfs, none yet tho. Should use if

        if (charSex == NPCData.CharSex.Man)
        {
            count = (int)NPCData.BeardStyle.Count - 1;
            Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
            return((NPCData.BeardStyle)Random.Range(0, count));
        }
        else
        {
            return(NPCData.BeardStyle.NONE);
        }
    }
    public NPCData.ShoulderBlades setShoulderBlades(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.succubus:
            return(NPCData.ShoulderBlades.DemonWings);

        case NPCData.CharRace.incubus:
            return(NPCData.ShoulderBlades.DemonWings);

        case NPCData.CharRace.dragon:
            return(NPCData.ShoulderBlades.DragonWings);

        default:
            return(NPCData.ShoulderBlades.NONE);
        }
    }
    public NPCData.LegsType setLegs(NPCData.CharRace charRace)
    {
        switch (charRace)
        {
        case NPCData.CharRace.Dodo:
            return(NPCData.LegsType.harpy);

        case NPCData.CharRace.Equine:
            return(NPCData.LegsType.EQUINE);

        case NPCData.CharRace.minotaur:
            return(NPCData.LegsType.hoves);

        case NPCData.CharRace.Wolf:
            return(NPCData.LegsType.WOLF);

        case NPCData.CharRace.Fox:
            return(NPCData.LegsType.FOX);

        case NPCData.CharRace.Bunny:
            return(NPCData.LegsType.BUNNY);

        case NPCData.CharRace.Crow:
            return(NPCData.LegsType.harpy);

        case NPCData.CharRace.Lion:
            return(NPCData.LegsType.LION);

        case NPCData.CharRace.Rodent:
            return(NPCData.LegsType.MOUSE);

        case NPCData.CharRace.Mouse:
            return(NPCData.LegsType.MOUSE);

        case NPCData.CharRace.Deer:
            return(NPCData.LegsType.DEER);

        case NPCData.CharRace.dragon:
            return(NPCData.LegsType.dragon);

        default:
            return(NPCData.LegsType.HUMAN);
        }
    }
Exemple #29
0
    //genitals and fertility
    public bool setHasKnot(NPCData.CharRace charRace)
    {
        iterator += 1;

        switch (charRace)
        {
        case NPCData.CharRace.Wolf:
            return(true);

        case NPCData.CharRace.Fox:
            return(true);

        case NPCData.CharRace.kobold:
            return(true);

        default:
            return(false);
        }
    }
Exemple #30
0
    }    //

    public NPCData.CharRace setChildRace(NPCData.CharRace momRace)
    {
        iterator += 1;
        Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator);
        randNum = Random.Range(0, 100);

        if (randNum >= 50)
        {
            return(momRace);
        }
        else if (randNum >= 10)
        {
            return(NPCData.CharRace.Human);
        }
        else
        {
            return(childRandomRace());
        }
    }