Exemple #1
0
 //sets new character info
 public void SetNewCharacterAttributes(NewCharacter newChar)
 {
     buildPoints = newChar.startingBP;
     BuildPointCost(this, newChar.bp, true);
     raceRefundPossible = newChar.bp;
     agility            = newChar.agility[0];
     strength           = newChar.strength[0];
     reaction           = newChar.reaction[0];
     body           = newChar.body[0];
     logic          = newChar.logic[0];
     intuition      = newChar.intuition[0];
     willpower      = newChar.willpower[0];
     charisma       = newChar.charisma[0];
     edge           = newChar.edge[0];
     initiative     = newChar.reaction[0] + newChar.intuition[0];
     essence        = newChar.essence;
     magic          = newChar.magic;
     resonance      = newChar.resonance;
     race           = newChar.race;
     attributeAccum = 200;
 }
Exemple #2
0
        //calculates refund cost of attributes upon race switch
        public int AttributeRaceSwitch(NewCharacter newchar, Character character)
        {
            int refundAgility, refundStrength, refundReaction, refundBody, refundLogic, refundCharisma, refundIntuition, refundWillpower, refundEdge;

            if (newchar.created == true)
            {
                if (character.agility != newchar.agility[1])
                {
                    refundAgility = (character.agility - newchar.agility[0]) * 10;
                }
                else
                {
                    character.agility = character.agility - 1;
                    refundAgility     = ((character.agility - newchar.agility[0]) * 10) + 25;
                }

                if (character.strength != newchar.strength[1])
                {
                    refundStrength = (character.strength - newchar.strength[0]) * 10;
                }
                else
                {
                    character.strength = character.strength - 1;
                    refundStrength     = ((character.strength - newchar.strength[0]) * 10) + 25;
                }

                if (character.reaction != newchar.reaction[1])
                {
                    refundReaction = (character.reaction - newchar.reaction[0]) * 10;
                }
                else
                {
                    character.reaction = character.reaction - 1;
                    refundReaction     = ((character.reaction - newchar.reaction[0]) * 10) + 25;
                }

                if (character.body != newchar.body[1])
                {
                    refundBody = (character.body - newchar.body[0]) * 10;
                }
                else
                {
                    character.body = character.body - 1;
                    refundBody     = ((character.body - newchar.body[0]) * 10) + 25;
                }

                if (character.logic != newchar.logic[1])
                {
                    refundLogic = (character.logic - newchar.logic[0]) * 10;
                }
                else
                {
                    character.logic = character.logic - 1;
                    refundLogic     = ((character.logic - newchar.logic[0]) * 10) + 25;
                }

                if (character.charisma != newchar.charisma[1])
                {
                    refundCharisma = (character.charisma - newchar.charisma[0]) * 10;
                }
                else
                {
                    character.charisma = character.charisma - 1;
                    refundCharisma     = ((character.charisma - newchar.charisma[0]) * 10) + 25;
                }

                if (character.intuition != newchar.intuition[1])
                {
                    refundIntuition = (character.intuition - newchar.intuition[0]) * 10;
                }
                else
                {
                    character.intuition = character.intuition - 1;
                    refundIntuition     = ((character.intuition - newchar.intuition[0]) * 10) + 25;
                }

                if (character.willpower != newchar.willpower[1])
                {
                    refundWillpower = (character.willpower - newchar.willpower[0]) * 10;
                }
                else
                {
                    character.willpower = character.willpower - 1;
                    refundWillpower     = ((character.willpower - newchar.willpower[0]) * 10) + 25;
                }

                if (character.edge != newchar.edge[1])
                {
                    refundEdge = (character.edge - newchar.edge[0]) * 10;
                }
                else
                {
                    character.edge = character.edge - 1;
                    refundEdge     = ((character.edge - newchar.edge[0]) * 10) + 25;
                }
            }
            else
            {
                refundAgility   = 0;
                refundStrength  = 0;
                refundReaction  = 0;
                refundBody      = 0;
                refundLogic     = 0;
                refundCharisma  = 0;
                refundIntuition = 0;
                refundWillpower = 0;
                refundEdge      = 0;
            }
            return(refundAgility + refundStrength + refundReaction + refundBody + refundLogic + refundCharisma +
                   refundLogic + refundIntuition + refundWillpower + refundEdge + newchar.bp);
        }
Exemple #3
0
        public void StoreValues(Character character, NewCharacter newchar)
        {
            switch (character.race)
            {
            case "Human":
                humanAgility        = character.agility;
                humanStrength       = character.strength;
                humanBody           = character.body;
                humanReaction       = character.reaction;
                humanLogic          = character.logic;
                humanCharisma       = character.charisma;
                humanWillpower      = character.willpower;
                humanIntuition      = character.intuition;
                humanEdge           = character.edge;
                humanAttributeAccum = character.attributeAccum;
                humanAttributeCost  = character.AttributeRaceSwitch(newchar, character);
                character.BuildPointCost(character, humanAttributeCost, false, false);
                humanAttributeMax = character.attributeMax;
                humanSwitch       = true;
                break;

            case "Ork":
                orkAgility        = character.agility;
                orkStrength       = character.strength;
                orkBody           = character.body;
                orkReaction       = character.reaction;
                orkLogic          = character.logic;
                orkCharisma       = character.charisma;
                orkWillpower      = character.willpower;
                orkIntuition      = character.intuition;
                orkEdge           = character.edge;
                orkAttributeAccum = character.attributeAccum;
                orkAttributeCost  = character.AttributeRaceSwitch(newchar, character);
                character.BuildPointCost(character, orkAttributeCost, false, false);
                orkAttributeMax = character.attributeMax;
                orkSwitch       = true;
                break;

            case "Dwarf":
                dwarfAgility        = character.agility;
                dwarfStrength       = character.strength;
                dwarfBody           = character.body;
                dwarfReaction       = character.reaction;
                dwarfLogic          = character.logic;
                dwarfCharisma       = character.charisma;
                dwarfWillpower      = character.willpower;
                dwarfIntuition      = character.intuition;
                dwarfEdge           = character.edge;
                dwarfAttributeAccum = character.attributeAccum;
                dwarfAttributeCost  = character.AttributeRaceSwitch(newchar, character);
                character.BuildPointCost(character, dwarfAttributeCost, false, false);
                dwarfAttributeMax = character.attributeMax;
                dwarfSwitch       = true;
                break;

            case "Elf":
                elfAgility        = character.agility;
                elfStrength       = character.strength;
                elfBody           = character.body;
                elfReaction       = character.reaction;
                elfLogic          = character.logic;
                elfCharisma       = character.charisma;
                elfWillpower      = character.willpower;
                elfIntuition      = character.intuition;
                elfEdge           = character.edge;
                elfAttributeAccum = character.attributeAccum;
                elfAttributeCost  = character.AttributeRaceSwitch(newchar, character);
                character.BuildPointCost(character, elfAttributeCost, false, false);
                elfAttributeMax = character.attributeMax;
                elfSwitch       = true;
                break;

            case "Troll":
                trollAgility        = character.agility;
                trollStrength       = character.strength;
                trollBody           = character.body;
                trollReaction       = character.reaction;
                trollLogic          = character.logic;
                trollCharisma       = character.charisma;
                trollWillpower      = character.willpower;
                trollIntuition      = character.intuition;
                trollEdge           = character.edge;
                trollAttributeAccum = character.attributeAccum;
                trollAttributeCost  = character.AttributeRaceSwitch(newchar, character);
                character.BuildPointCost(character, trollAttributeCost, false, false);
                trollAttributeMax = character.attributeMax;
                trollSwitch       = true;
                break;

            default: break;
            }
        }
 public void StoreValues(Character character, NewCharacter newchar)
 {
     switch(character.race)
     {
         case "Human":
             humanAgility = character.agility;
             humanStrength = character.strength;
             humanBody = character.body;
             humanReaction = character.reaction;
             humanLogic = character.logic;
             humanCharisma = character.charisma;
             humanWillpower = character.willpower;
             humanIntuition = character.intuition;
             humanEdge = character.edge;
             humanAttributeAccum = character.attributeAccum;
             humanAttributeCost = character.AttributeRaceSwitch(newchar, character);
             character.BuildPointCost(character, humanAttributeCost, false, false);
             humanAttributeMax = character.attributeMax;
             humanSwitch = true;
             break;
         case "Ork":
             orkAgility = character.agility;
             orkStrength = character.strength;
             orkBody = character.body;
             orkReaction = character.reaction;
             orkLogic = character.logic;
             orkCharisma = character.charisma;
             orkWillpower = character.willpower;
             orkIntuition = character.intuition;
             orkEdge = character.edge;
             orkAttributeAccum = character.attributeAccum;
             orkAttributeCost = character.AttributeRaceSwitch(newchar, character);
             character.BuildPointCost(character, orkAttributeCost, false, false);
             orkAttributeMax = character.attributeMax;
             orkSwitch = true;
             break;
         case "Dwarf":
             dwarfAgility = character.agility;
             dwarfStrength = character.strength;
             dwarfBody = character.body;
             dwarfReaction = character.reaction;
             dwarfLogic = character.logic;
             dwarfCharisma = character.charisma;
             dwarfWillpower = character.willpower;
             dwarfIntuition = character.intuition;
             dwarfEdge = character.edge;
             dwarfAttributeAccum = character.attributeAccum;
             dwarfAttributeCost = character.AttributeRaceSwitch(newchar, character);
             character.BuildPointCost(character, dwarfAttributeCost, false, false);
             dwarfAttributeMax = character.attributeMax;
             dwarfSwitch = true;
             break;
         case "Elf":
             elfAgility = character.agility;
             elfStrength = character.strength;
             elfBody = character.body;
             elfReaction = character.reaction;
             elfLogic = character.logic;
             elfCharisma = character.charisma;
             elfWillpower = character.willpower;
             elfIntuition = character.intuition;
             elfEdge = character.edge;
             elfAttributeAccum = character.attributeAccum;
             elfAttributeCost = character.AttributeRaceSwitch(newchar, character);
             character.BuildPointCost(character, elfAttributeCost, false, false);
             elfAttributeMax = character.attributeMax;
             elfSwitch = true;
             break;
         case "Troll":
             trollAgility = character.agility;
             trollStrength = character.strength;
             trollBody = character.body;
             trollReaction = character.reaction;
             trollLogic = character.logic;
             trollCharisma = character.charisma;
             trollWillpower = character.willpower;
             trollIntuition = character.intuition;
             trollEdge = character.edge;
             trollAttributeAccum = character.attributeAccum;
             trollAttributeCost = character.AttributeRaceSwitch(newchar, character);
             character.BuildPointCost(character, trollAttributeCost, false, false);
             trollAttributeMax = character.attributeMax;
             trollSwitch = true;
             break;
         default: break;
     }
 }
 //sets new character info
 public void SetNewCharacterAttributes(NewCharacter newChar)
 {
     buildPoints = newChar.startingBP;
         BuildPointCost(this, newChar.bp, true);
         raceRefundPossible = newChar.bp;
         agility = newChar.agility[0];
         strength = newChar.strength[0];
         reaction = newChar.reaction[0];
         body = newChar.body[0];
         logic = newChar.logic[0];
         intuition = newChar.intuition[0];
         willpower = newChar.willpower[0];
         charisma = newChar.charisma[0];
         edge = newChar.edge[0];
         initiative = newChar.reaction[0] + newChar.intuition[0];
         essence = newChar.essence;
         magic = newChar.magic;
         resonance = newChar.resonance;
         race = newChar.race;
         attributeAccum = 200;
 }
        //calculates refund cost of attributes upon race switch
        public int AttributeRaceSwitch(NewCharacter newchar, Character character)
        {
            int refundAgility, refundStrength, refundReaction, refundBody, refundLogic, refundCharisma, refundIntuition, refundWillpower, refundEdge;
            if (newchar.created == true)
            {
                if (character.agility != newchar.agility[1])
                {
                    refundAgility = (character.agility - newchar.agility[0]) * 10;
                }
                else
                {
                    character.agility = character.agility - 1;
                    refundAgility = ((character.agility - newchar.agility[0]) * 10) + 25;
                }

                if (character.strength != newchar.strength[1])
                {
                    refundStrength = (character.strength - newchar.strength[0]) * 10;
                }
                else
                {
                    character.strength = character.strength - 1;
                    refundStrength = ((character.strength - newchar.strength[0]) * 10) + 25;
                }

                if (character.reaction != newchar.reaction[1])
                {
                    refundReaction = (character.reaction - newchar.reaction[0]) * 10;
                }
                else
                {
                    character.reaction = character.reaction - 1;
                    refundReaction = ((character.reaction - newchar.reaction[0]) * 10) + 25;
                }

                if (character.body != newchar.body[1])
                {
                    refundBody = (character.body - newchar.body[0]) * 10;
                }
                else
                {
                    character.body = character.body - 1;
                    refundBody = ((character.body - newchar.body[0]) * 10) + 25;
                }

                if (character.logic != newchar.logic[1])
                {
                    refundLogic = (character.logic - newchar.logic[0]) * 10;
                }
                else
                {
                    character.logic = character.logic - 1;
                    refundLogic = ((character.logic - newchar.logic[0]) * 10) + 25;
                }

                if (character.charisma != newchar.charisma[1])
                {
                    refundCharisma = (character.charisma - newchar.charisma[0]) * 10;
                }
                else
                {
                    character.charisma = character.charisma - 1;
                    refundCharisma = ((character.charisma - newchar.charisma[0]) * 10) + 25;
                }

                if (character.intuition != newchar.intuition[1])
                {
                    refundIntuition = (character.intuition - newchar.intuition[0]) * 10;
                }
                else
                {
                    character.intuition = character.intuition - 1;
                    refundIntuition = ((character.intuition - newchar.intuition[0]) * 10) + 25;
                }

                if (character.willpower != newchar.willpower[1])
                {
                    refundWillpower = (character.willpower - newchar.willpower[0]) * 10;
                }
                else
                {
                    character.willpower = character.willpower - 1;
                    refundWillpower = ((character.willpower - newchar.willpower[0]) * 10) + 25;
                }

                if (character.edge != newchar.edge[1])
                {
                    refundEdge = (character.edge - newchar.edge[0]) * 10;
                }
                else
                {
                    character.edge = character.edge - 1;
                    refundEdge = ((character.edge - newchar.edge[0]) * 10) + 25;
                }
            }
            else
            {
                refundAgility = 0;
                refundStrength = 0;
                refundReaction = 0;
                refundBody = 0;
                refundLogic = 0;
                refundCharisma = 0;
                refundIntuition = 0;
                refundWillpower = 0;
                refundEdge = 0;
            }
            return (refundAgility + refundStrength + refundReaction + refundBody + refundLogic + refundCharisma +
                refundLogic + refundIntuition + refundWillpower + refundEdge + newchar.bp);
        }