protected BaseCharacter EnemyCreation(Stats.StatTypes primaryStat = Stats.StatTypes.STRENGTH, int hp = 1, int def = 1, int str = 1, int agl = 1, int intellect = 1, int wis = 1, int level = 5) { primary = primaryStat; int statTotal = hp + def + str + agl + intellect + wis; if (statTotal < level) { for (int i = 0; i < level - statTotal; i++) { int statChoice = Random.Range(0, 6); switch (statChoice) { case 0: if (hp != 0) hp++; else i--; break; case 1: if (def != 0) def++; else i--; break; case 2: if (str != 0) str++; else i--; break; case 3: if (agl != 0) agl++; else i--; break; case 4: if (intellect != 0) intellect++; else i--; break; case 5: if (wis != 0) wis++; else i--; break; default: i--; break; } } } return new BaseCharacter(primary, hp, def, str, agl, intellect, wis); }
public BaseCharacter(Stats.StatTypes primaryStat = Stats.StatTypes.STRENGTH,int hp = 2, int def = 2, int str = 2, int agl = 2, int intellect = 2, int wis = 2) { this._primaryStat = primaryStat; characterStats = new Stats(hp, def, str, agl, intellect, wis); }