public ActionResult TraitSeed(int id) { Trait trait = new Trait(); trait.Name = "Good Mannered"; trait.Description = "Good at medicy-talky, bad at shooty stabby"; trait.Mod = new Modifier(); SkillModifier smallguns = new SkillModifier(); smallguns.Skill = "Small Guns"; smallguns.Value = -10; trait.Mod.Skill.Add(smallguns); SkillModifier bigguns = new SkillModifier(); bigguns.Skill = "Big Guns"; bigguns.Value = -10; trait.Mod.Skill.Add(bigguns); SkillModifier energy = new SkillModifier(); energy.Skill = "Energy Weapons"; energy.Value = -10; trait.Mod.Skill.Add(energy); SkillModifier unarmed = new SkillModifier(); unarmed.Skill = "Unarmed"; unarmed.Value = -10; trait.Mod.Skill.Add(unarmed); SkillModifier melee = new SkillModifier(); melee.Skill = "Melee"; melee.Value = -10; trait.Mod.Skill.Add(melee); SkillModifier firstaid = new SkillModifier(); firstaid.Skill = "First Aid"; firstaid.Value = 20; trait.Mod.Skill.Add(firstaid); SkillModifier doctor = new SkillModifier(); doctor.Skill = "Doctor"; doctor.Value = 20; trait.Mod.Skill.Add(doctor); SkillModifier speech = new SkillModifier(); speech.Skill = "Speech"; speech.Value = 20; trait.Mod.Skill.Add(speech); SkillModifier barter = new SkillModifier(); barter.Skill = "Barter"; barter.Value = 20; trait.Mod.Skill.Add(barter); Character character = db.Characters.Find(id); character.Traits = new List<Trait>(); character.Traits.Add(trait); db.SaveChanges(); return RedirectToAction("Character", new { id = id }); }
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 }); }