Exemple #1
0
        // Next race
        public PlayerStat Dwarf(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            //base dwarf ASI
            playerStat.Constitution += 2;

            //Creating for subraces
            int num = rand.Next(0, 1);

            switch (num)
            {
            case 0:
                playerRace.Subrace          = "Hill";
                playerStat.Wisdom          += 1;
                playerRace.SubRacialTraits1 = "Dwarven Toughness";
                playerStat.HitPoints       += Level;
                Console.WriteLine(playerStat.HitPoints);
                break;

            case 1:
                playerRace.Subrace          = "Mountain";
                playerStat.Strength        += 2;
                playerRace.SubRacialTraits1 = "Dwarven Armor Training";
                break;
            }
            playerRace.ASI           = true;
            playerRace.RacialTraits1 = "Darkvision (60 ft)";
            playerRace.RacialTraits2 = "Stonecunning";
            playerRace.RacialTraits3 = "Dwarven Resilience";
            playerRace.RacialTraits4 = "Tool Proficiency";
            playerRace.RacialTraits5 = "Stonecunning";
            playerRace.Speed         = 25;
            playerStat.LangDwarvish  = true;
            return(playerStat);
        }
Exemple #2
0
        public PlayerStat Halfling(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            playerStat.Dexterity += 2;
            int num = rand.Next(0, 1);

            switch (num)
            {
            case 0:
                playerRace.Subrace          = "Lightfoot";
                playerRace.SubRacialTraits1 = "Naturally Stealthy";
                playerStat.Charisma        += 1;
                break;

            case 1:
                playerRace.Subrace          = "Stout";
                playerRace.SubRacialTraits1 = "Stout Resilience";
                playerStat.Constitution    += 1;
                break;
            }
            playerRace.ASI           = true;
            playerRace.Speed         = 25;
            playerRace.RacialTraits1 = "Lucky";
            playerRace.RacialTraits2 = "Brave";
            playerRace.RacialTraits3 = "Nimble";
            playerRace.RaceSize      = "Small";
            playerStat.LangHalfling  = true;
            return(playerStat);
        }
Exemple #3
0
        public PlayerStat Gnome(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            //base gnome ASI
            playerStat.Intelligence += 2;
            playerRace.Speed         = 25;
            playerRace.RacialTraits1 = "Darkvision (60 ft)";
            playerRace.RacialTraits2 = "Gnome Cunning";
            int num = rand.Next(1, 2);

            switch (num)
            {
            case 0:
                playerRace.Subrace          = "Forest";
                playerStat.Dexterity       += 1;
                playerRace.SubRacialTraits1 = "Natural Illusionist";
                //Add Minor Illusion cantrip
                playerRace.SubRacialTraits2 = "Speak with Small Beasts";
                break;

            case 1:
                playerRace.Subrace          = "Rock";
                playerStat.Constitution    += 1;
                playerRace.SubRacialTraits1 = "Artificer's Lore";
                playerRace.SubRacialTraits2 = "Tinker";
                break;
            }
            playerRace.RaceSize    = "Small";
            playerRace.ASI         = true;
            playerStat.LangGnomish = true;
            return(playerStat);
        }
Exemple #4
0
        public NewCharacter(int level, User testUser)
        {
            Level  = 1;
            user   = testUser;
            UserId = testUser.UserId;

            playerStat   = new PlayerStat(1);
            playerStatId = playerStat.PlayerStatId;

            playerBG = new PlayerBG();
            playerBG.BGSelector(playerStat, playerBG);
            playerBGId = playerBG.PlayerBGId;

            playerRace = new PlayerRace();
            playerRace.RaceSelector(Level, playerStat, playerRace);
            playerRaceId = playerRace.PlayerRaceId;

            playerClass = new PlayerClass(Level, playerStat);
            playerClass.ClassSelector(Level, playerStat, playerClass);
            playerClassId = playerClass.PlayerClassId;

            playerStat.UpdatePro(playerStat);
            playerName  = "Name";
            playerNotes = "";
        }
Exemple #5
0
 public PlayerStat Tiefling(int Level, PlayerStat playerStat, PlayerRace playerRace)
 {
     playerStat.Intelligence += 1;
     playerStat.Charisma     += 2;
     playerRace.ASI           = true;
     playerRace.RacialTraits1 = "Darkvision (60 ft)";
     playerRace.RacialTraits2 = "Hellish Resistance";
     playerStat.LangInfernal  = true;
     return(playerStat);
 }
Exemple #6
0
        // Takes player Race obj and selects a Race and increases bonuses and determines traits
        public PlayerStat RaceSelector(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            int num = rand.Next(0, 9);

            switch (num)
            {
            case 0:
                playerRace.Race = "Dragonborn";
                DragonBorn(Level, playerStat, playerRace);
                return(playerStat);

            case 1:
                playerRace.Race = "Dwarf";
                Dwarf(Level, playerStat, playerRace);
                return(playerStat);

            case 2:
                playerRace.Race = "Elf";
                Elf(Level, playerStat, playerRace);
                return(playerStat);

            case 3:
                playerRace.Race = "Gnome";
                Gnome(Level, playerStat, playerRace);
                return(playerStat);

            case 4:
                playerRace.Race = "Half Elf";
                HalfElf(Level, playerStat, playerRace);
                return(playerStat);

            case 5:
                playerRace.Race = "Half Orc";
                HalfOrc(Level, playerStat, playerRace);
                return(playerStat);

            case 6:
                playerRace.Race = "Halfling";
                Halfling(Level, playerStat, playerRace);
                return(playerStat);

            case 7:
                playerRace.Race = "Human";
                Human(Level, playerStat, playerRace);
                return(playerStat);

            case 8:
                playerRace.Race = "Tiefling";
                Tiefling(Level, playerStat, playerRace);
                return(playerStat);
            }
            return(playerStat);
        }
Exemple #7
0
 public PlayerStat HalfOrc(int Level, PlayerStat playerStat, PlayerRace playerRace)
 {
     playerStat.Strength     += 2;
     playerStat.Constitution += 1;
     playerRace.RacialTraits1 = "Darkvision (60 ft)";
     playerRace.RacialTraits2 = "Menacing";
     playerStat.IntimidationB = true;
     playerRace.RacialTraits3 = "Relentless Endurance";
     playerRace.RacialTraits4 = "Savage Attacks";
     playerStat.LangOrcish    = true;
     return(playerStat);
 }
Exemple #8
0
        public PlayerStat SpecificRaceSelector(int Level, PlayerStat playerStat, PlayerRace playerRace, string selection)
        {
            switch (selection)
            {
            case "Dragonborn":
                playerRace.Race = "Dragonborn";
                DragonBorn(Level, playerStat, playerRace);
                return(playerStat);

            case "Dwarf":
                playerRace.Race = "Dwarf";
                Dwarf(Level, playerStat, playerRace);
                return(playerStat);

            case "Elf":
                playerRace.Race = "Elf";
                Elf(Level, playerStat, playerRace);
                return(playerStat);

            case "Gnome":
                playerRace.Race = "Gnome";
                Gnome(Level, playerStat, playerRace);
                return(playerStat);

            case "Half Elf":
                playerRace.Race = "Half Elf";
                HalfElf(Level, playerStat, playerRace);
                return(playerStat);

            case "Half Orc":
                playerRace.Race = "Half Orc";
                HalfOrc(Level, playerStat, playerRace);
                return(playerStat);

            case "Halfling":
                playerRace.Race = "Halfling";
                Halfling(Level, playerStat, playerRace);
                return(playerStat);

            case "Human":
                playerRace.Race = "Human";
                Human(Level, playerStat, playerRace);
                return(playerStat);

            case "Tiefling":
                playerRace.Race = "Tiefling";
                Tiefling(Level, playerStat, playerRace);
                return(playerStat);
            }
            return(playerStat);
        }
Exemple #9
0
        // Dragonborn and Dragon Ancestry determine Dragonborn race
        public PlayerStat DragonBorn(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            int num = rand.Next(0, 10);

            string[] DragonType = { "Black", "Blue", "Brass", "Bronze", "Copper", "Gold", "Green", "Red", "Silver", "White" };
            string[] DamageType = { "Acid", "Lightning", "Fire", "Lightning", "Acid", "Fire", "Poison", "Fire", "Cold", "Cold" };
            playerRace.RacialTraits1   = DamageType[num] + " Dragon Breath";
            playerStat.Strength       += 2;
            playerStat.Charisma       += 1;
            playerRace.ASI             = true;
            playerRace.Subrace         = DragonType[num];
            playerStat.LangDraconic    = true;
            playerStat.LangUndercommon = true;
            return(playerStat);
        }
Exemple #10
0
 public NewCharacter(int level, PlayerStat pStat, PlayerRace pRace, PlayerClass pClass, PlayerBG pBG)
 {
     Level         = level;
     playerStat    = pStat;
     playerStatId  = pStat.PlayerStatId;
     playerClassId = pClass.PlayerClassId;
     playerClass   = pClass;
     playerRaceId  = pRace.PlayerRaceId;
     playerRace    = pRace;
     playerBGId    = pBG.PlayerBGId;
     playerBG      = pBG;
     UserId        = 1;
     playerName    = "Name";
     playerNotes   = "Notes";
 }
Exemple #11
0
        public PlayerStat Elf(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            //base elf ASI
            playerStat.Dexterity += 2;
            //Creating for subraces
            int num = rand.Next(0, 1);

            switch (num)
            {
            case 0:
                playerRace.Subrace          = "High";
                playerStat.Intelligence    += 1;
                playerRace.SubRacialTraits1 = "Cantrip (Wizard)";
                //add Cantrip from the Wizard Spell list to the character at random
                playerRace.SubRacialTraits2 = "Elf Weapon Training";
                playerRace.SubRacialTraits3 = "Extra Language";
                break;

            case 1:
                playerRace.Subrace          = "Wood";
                playerStat.Wisdom          += 1;
                playerRace.SubRacialTraits1 = "Elf Weapon Training";
                playerRace.SubRacialTraits2 = "Fleet of Foot";
                playerRace.Speed            = 35;
                playerRace.SubRacialTraits3 = "Mask of the Wild";
                break;
            }
            playerRace.ASI           = true;
            playerRace.RacialTraits1 = "Darkvision (60 ft)";
            playerRace.RacialTraits2 = "Fey Ancestry";
            playerRace.RacialTraits3 = "Trance";
            playerRace.RacialTraits4 = "Keen Senses";
            //adding in Perception from playerstat, need to make sure that the selection doesn't double dip
            playerStat.PerceptionB = true;
            playerStat.LangElvish  = true;
            return(playerStat);
        }
Exemple #12
0
        public PlayerStat Human(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            playerStat.Strength     += 1;
            playerStat.Dexterity    += 1;
            playerStat.Constitution += 1;
            playerStat.Intelligence += 1;

            int[] langgen = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 };
            Randomize(langgen, langgen.Length);
            int num1 = langgen[0];

            switch (num1)
            {
            case 0:
                if (playerStat.LangDwarvish == true)
                {
                    goto case 1;
                }
                else
                {
                    playerStat.LangDwarvish = true;
                }
                break;

            case 1:
                if (playerStat.LangGiant == true)
                {
                    goto case 2;
                }
                else
                {
                    playerStat.LangGiant = true;
                }
                break;

            case 2:
                if (playerStat.LangGnomish == true)
                {
                    goto case 3;
                }
                else
                {
                    playerStat.LangGnomish = true;
                }
                break;

            case 3:
                if (playerStat.LangGoblin == true)
                {
                    goto case 4;
                }
                else
                {
                    playerStat.LangGoblin = true;
                }
                break;

            case 4:
                if (playerStat.LangHalfling == true)
                {
                    goto case 5;
                }
                else
                {
                    playerStat.LangHalfling = true;
                }
                break;

            case 5:
                if (playerStat.LangOrcish == true)
                {
                    goto case 6;
                }
                else
                {
                    playerStat.LangOrcish = true;
                }
                break;

            case 6:
                if (playerStat.LangAbyssal == true)
                {
                    goto case 7;
                }
                else
                {
                    playerStat.LangAbyssal = true;
                }
                break;

            case 7:
                if (playerStat.LangCelestial == true)
                {
                    goto case 8;
                }
                else
                {
                    playerStat.LangCelestial = true;
                }
                break;

            case 8:
                if (playerStat.LangDraconic == true)
                {
                    goto case 9;
                }
                else
                {
                    playerStat.LangDraconic = true;
                }
                break;

            case 9:
                if (playerStat.LangDeepSpeech == true)
                {
                    goto case 10;
                }
                else
                {
                    playerStat.LangDeepSpeech = true;
                }
                break;

            case 10:
                if (playerStat.LangInfernal == true)
                {
                    goto case 11;
                }
                else
                {
                    playerStat.LangInfernal = true;
                }
                break;

            case 11:
                if (playerStat.LangPrimordial == true)
                {
                    goto case 12;
                }
                else
                {
                    playerStat.LangPrimordial = true;
                }
                break;

            case 12:
                if (playerStat.LangSylvan == true)
                {
                    goto case 13;
                }
                else
                {
                    playerStat.LangSylvan = true;
                }
                break;

            case 13:
                if (playerStat.LangUndercommon == true)
                {
                    goto case 14;
                }
                else
                {
                    playerStat.LangUndercommon = true;
                }
                break;

            case 14:
                if (playerStat.LangElvish == true)
                {
                    goto case 0;
                }
                else
                {
                    playerStat.LangElvish = true;
                }
                break;
            }
            return(playerStat);
        }
Exemple #13
0
 public PlayerRace(PlayerStat playerStat, PlayerRace playerRace)
 {
 }
Exemple #14
0
        public PlayerStat HalfElf(int Level, PlayerStat playerStat, PlayerRace playerRace)
        {
            playerStat.Charisma += 2;
            int[] randostats = { 0, 1, 2, 3, 4 };
            Randomize(randostats, randostats.Length);
            for (int i = 0; i < 2; i++)
            {
                int var = randostats[i];
                switch (var)
                {
                case 0:
                    playerStat.Strength += 1;
                    break;

                case 1:
                    playerStat.Dexterity += 1;
                    break;

                case 2:
                    playerStat.Constitution += 1;
                    break;

                case 3:
                    playerStat.Wisdom += 1;
                    break;

                case 4:
                    playerStat.Intelligence += 1;
                    break;
                }
            }
            playerRace.RacialTraits1 = "Darkvision (60 ft)";
            playerRace.RacialTraits2 = "Fey Ancestry";
            playerRace.RacialTraits3 = "High-Elf Versitility"; //Adds two proficiences of any type

            int[] SkillList = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17 };
            Randomize(SkillList, SkillList.Length);
            int NumOfPro = 2;

            for (int i = 0; i < NumOfPro; i++)
            {
                // Select will represent the number that is used to pic the skill that is proficient
                // Second number represents total number of cases
                // Will add 1 to NumOfPro and break if already true
                int num    = rand.Next(0, SkillList.Length);
                int Select = SkillList[num];
                // pass in list for loop into switch
                switch (Select)
                {
                case 0:
                    if (playerStat.AnimalHandlingB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.AnimalHandlingB = true;
                    break;

                case 1:
                    if (playerStat.AthleticsB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.AthleticsB = true;
                    break;

                case 2:
                    if (playerStat.AcrobaticsB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.AcrobaticsB = true;
                    break;

                case 3:
                    if (playerStat.DeceptionB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.DeceptionB = true;
                    break;

                case 4:
                    if (playerStat.HistoryB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.HistoryB = true;
                    break;

                case 5:
                    if (playerStat.ArcanaB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.ArcanaB = true;
                    break;

                case 6:
                    if (playerStat.InsightB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.InsightB = true;
                    break;

                case 7:
                    if (playerStat.IntimidationB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.IntimidationB = true;
                    break;

                case 8:
                    if (playerStat.InvestigationB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.InvestigationB = true;
                    break;

                case 9:
                    if (playerStat.MedicineB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.MedicineB = true;
                    break;

                case 10:
                    if (playerStat.NatureB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.NatureB = true;
                    break;

                case 11:
                    if (playerStat.PerceptionB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.PerceptionB = true;
                    break;

                case 12:
                    if (playerStat.PerformanceB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.PerformanceB = true;
                    break;

                case 13:
                    if (playerStat.PersuasionB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.PersuasionB = true;
                    break;

                case 14:
                    if (playerStat.ReligionB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.ReligionB = true;
                    break;

                case 15:
                    if (playerStat.SleightB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.SleightB = true;
                    break;

                case 16:
                    if (playerStat.StealthB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.StealthB = true;
                    break;

                case 17:
                    if (playerStat.SurvivalB == true)
                    {
                        NumOfPro++;
                        break;
                    }
                    playerStat.SurvivalB = true;
                    break;
                }
                ;
            }
            playerStat.LangElvish = true;
            int[] langgen = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 };
            Randomize(langgen, langgen.Length);
            int num1 = langgen[0];

            switch (num1)
            {
            case 0:
                if (playerStat.LangDwarvish == true)
                {
                    goto case 1;
                }
                else
                {
                    playerStat.LangDwarvish = true;
                }
                break;

            case 1:
                if (playerStat.LangGiant == true)
                {
                    goto case 2;
                }
                else
                {
                    playerStat.LangGiant = true;
                }
                break;

            case 2:
                if (playerStat.LangGnomish == true)
                {
                    goto case 3;
                }
                else
                {
                    playerStat.LangGnomish = true;
                }
                break;

            case 3:
                if (playerStat.LangGoblin == true)
                {
                    goto case 4;
                }
                else
                {
                    playerStat.LangGoblin = true;
                }
                break;

            case 4:
                if (playerStat.LangHalfling == true)
                {
                    goto case 5;
                }
                else
                {
                    playerStat.LangHalfling = true;
                }
                break;

            case 5:
                if (playerStat.LangOrcish == true)
                {
                    goto case 6;
                }
                else
                {
                    playerStat.LangOrcish = true;
                }
                break;

            case 6:
                if (playerStat.LangAbyssal == true)
                {
                    goto case 7;
                }
                else
                {
                    playerStat.LangAbyssal = true;
                }
                break;

            case 7:
                if (playerStat.LangCelestial == true)
                {
                    goto case 8;
                }
                else
                {
                    playerStat.LangCelestial = true;
                }
                break;

            case 8:
                if (playerStat.LangDraconic == true)
                {
                    goto case 9;
                }
                else
                {
                    playerStat.LangDraconic = true;
                }
                break;

            case 9:
                if (playerStat.LangDeepSpeech == true)
                {
                    goto case 10;
                }
                else
                {
                    playerStat.LangDeepSpeech = true;
                }
                break;

            case 10:
                if (playerStat.LangInfernal == true)
                {
                    goto case 11;
                }
                else
                {
                    playerStat.LangInfernal = true;
                }
                break;

            case 11:
                if (playerStat.LangPrimordial == true)
                {
                    goto case 12;
                }
                else
                {
                    playerStat.LangPrimordial = true;
                }
                break;

            case 12:
                if (playerStat.LangSylvan == true)
                {
                    goto case 13;
                }
                else
                {
                    playerStat.LangSylvan = true;
                }
                break;

            case 13:
                if (playerStat.LangUndercommon == true)
                {
                    goto case 0;
                }
                else
                {
                    playerStat.LangUndercommon = true;
                }
                break;
            }
            return(playerStat);
        }