Esempio n. 1
0
 public void Reroll(AdventurerClass _advClass, AdventurerSpecies _species, bool _isElite, int[] individualStats)
 {
     for (int i = 0; i < warriorTypeClasses.Length; i++)
     {
         if (warriorTypeClasses[i] == _advClass)
         {
             baseClass = AdventurerClass.Warrior;
             break;
         }
         if (mysticTypeClasses[i] == _advClass)
         {
             baseClass = AdventurerClass.Mystic;
             break;
         }
     }
     advClass          = _advClass;
     species           = _species;
     isElite           = _isElite;
     individualHP      = individualStats[0];
     individualMartial = individualStats[1];
     individualMagic   = individualStats[2];
     individualSpeed   = individualStats[3];
     RerollName();
     RerollFullTitle();
     RecalcStatsAndReloadMoves();
     RerollMugshot();
     GenerateBioText();
     initialized = true;
     awakened    = false;
     isPromoted  = false;
 }
Esempio n. 2
0
    private static void populateRandomAdventureStructs()
    {
        AdventurerClass[]   classArray_0   = new AdventurerClass[3];
        AdventurerSpecies[] speciesArray_0 = new AdventurerSpecies[3];
        for (int i = 0; i < 3; i++)
        {
            _generateRandomChump(i, ref classArray_0, ref speciesArray_0);
        }
        adventureR_0 = new AdventureSubstage(classArray_0, speciesArray_0, new bool[] { false, false, false }, true, BattleBGMType.GARBO_typing);
        AdventurerClass[]   classArray_1   = new AdventurerClass[3];
        AdventurerSpecies[] speciesArray_1 = new AdventurerSpecies[3];
        _generateRandomHighTierOffense(0, ref classArray_1, ref speciesArray_1);
        _generateRandomHighTierSupport(1, ref classArray_1, ref speciesArray_1);
        int r = Random.Range(0, 2);

        if (r == 0)
        {
            _generateRandomHighTierOffense(2, ref classArray_1, ref speciesArray_1);
        }
        else
        {
            _generateRandomHighTierSupport(2, ref classArray_1, ref speciesArray_1);
        }
        adventureR_1 = new AdventureSubstage(classArray_1, speciesArray_1, new bool[] { false, false, true }, true, BattleBGMType.GARBO_dreamchaser);
        AdventurerClass[]   classArray_2   = new AdventurerClass[3];
        AdventurerSpecies[] speciesArray_2 = new AdventurerSpecies[3];
        _generateRandomHighTierSupport(0, ref classArray_2, ref speciesArray_2);
        _generateRandomHighTierSupport(1, ref classArray_2, ref speciesArray_2);
        _generateRandomBoss(2, ref classArray_2, ref speciesArray_2);
        adventureR_2             = new AdventureSubstage(classArray_2, speciesArray_2, new bool[] { true, true, true }, true, BattleBGMType.GARBO_murder);
        randomAdventureSubstages = new AdventureSubstage[] { adventureR_0, adventureR_1, adventureR_2 };
    }
Esempio n. 3
0
    public static int[] GetSpeciesStatMods(AdventurerSpecies species)
    {
        int[] mods = { 0, 0, 0, 0 };
        switch (species)
        {
        case AdventurerSpecies.Fae:
            mods = new int[] { 0, -1, 2, -1 };
            break;

        case AdventurerSpecies.Orc:
            mods = new int[] { 0, 1, -2, 1 };
            break;

        case AdventurerSpecies.Aeon:
            mods = new int[] { 10, 5, 5, 5 };
            break;
        }
        return(mods);
    }
Esempio n. 4
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    public static string GetSpeciesTerm(AdventurerSpecies species, bool asAdjective = false)
    {
        string term = "DEFAULT";

        switch (species)
        {
        case AdventurerSpecies.Human:
            term = "Human";
            break;

        case AdventurerSpecies.Fae:
            if (asAdjective)
            {
                term = "Fae";
            }
            else
            {
                term = "Faerie";
            }
            break;

        case AdventurerSpecies.Orc:
            if (asAdjective)
            {
                term = "Orcish";
            }
            else
            {
                term = "Orc";
            }
            break;

        case AdventurerSpecies.Aeon:
            term = "Divine";
            break;
        }
        return(term);
    }