public CharacterData() { player_feats = new List <PlayerFeat>(); class_features = new List <PlayerFeat>(); racial_trait = new List <PlayerFeat>(); player_loot = new List <PlayerLoot>(); player_stats = new List <PlayerStat>(); player_powers = new List <PlayerPower>(); strength = new PlayerStat(); dexterity = new PlayerStat(); constitution = new PlayerStat(); intelligence = new PlayerStat(); wisdom = new PlayerStat(); charisma = new PlayerStat(); armor_class = new PlayerStat(); fortitude = new PlayerStat(); reflex = new PlayerStat(); will = new PlayerStat(); acrobatics = new PlayerStat(); arcana = new PlayerStat(); athletics = new PlayerStat(); bluff = new PlayerStat(); diplomacy = new PlayerStat(); dungeoneering = new PlayerStat(); endurance = new PlayerStat(); heal = new PlayerStat(); history = new PlayerStat(); insight = new PlayerStat(); intimidate = new PlayerStat(); nature = new PlayerStat(); perception = new PlayerStat(); religion = new PlayerStat(); stealth = new PlayerStat(); streetwise = new PlayerStat(); thievery = new PlayerStat(); hit_points = new HealthInfo(); player_stats.Add(strength); player_stats.Add(dexterity); player_stats.Add(constitution); player_stats.Add(intelligence); player_stats.Add(wisdom); player_stats.Add(charisma); player_stats.Add(armor_class); player_stats.Add(fortitude); player_stats.Add(reflex); player_stats.Add(will); player_stats.Add(acrobatics); player_stats.Add(arcana); player_stats.Add(athletics); player_stats.Add(bluff); player_stats.Add(diplomacy); player_stats.Add(dungeoneering); player_stats.Add(endurance); player_stats.Add(heal); player_stats.Add(history); player_stats.Add(insight); player_stats.Add(intimidate); player_stats.Add(nature); player_stats.Add(perception); player_stats.Add(religion); player_stats.Add(stealth); player_stats.Add(streetwise); player_stats.Add(thievery); player_stats.Add(hit_points); }
public CharacterData() { player_feats = new List<PlayerFeat>(); class_features = new List<PlayerFeat>(); racial_trait = new List<PlayerFeat>(); player_loot = new List<PlayerLoot>(); player_stats = new List<PlayerStat>(); player_powers = new List<PlayerPower>(); strength = new PlayerStat(); dexterity = new PlayerStat(); constitution = new PlayerStat(); intelligence = new PlayerStat(); wisdom = new PlayerStat(); charisma = new PlayerStat(); armor_class = new PlayerStat(); fortitude = new PlayerStat(); reflex = new PlayerStat(); will = new PlayerStat(); acrobatics = new PlayerStat(); arcana = new PlayerStat(); athletics = new PlayerStat(); bluff = new PlayerStat(); diplomacy = new PlayerStat(); dungeoneering = new PlayerStat(); endurance = new PlayerStat(); heal = new PlayerStat(); history = new PlayerStat(); insight = new PlayerStat(); intimidate = new PlayerStat(); nature = new PlayerStat(); perception = new PlayerStat(); religion = new PlayerStat(); stealth = new PlayerStat(); streetwise = new PlayerStat(); thievery = new PlayerStat(); hit_points = new HealthInfo(); player_stats.Add(strength); player_stats.Add(dexterity); player_stats.Add(constitution); player_stats.Add(intelligence); player_stats.Add(wisdom); player_stats.Add(charisma); player_stats.Add(armor_class); player_stats.Add(fortitude); player_stats.Add(reflex); player_stats.Add(will); player_stats.Add(acrobatics); player_stats.Add(arcana); player_stats.Add(athletics); player_stats.Add(bluff); player_stats.Add(diplomacy); player_stats.Add(dungeoneering); player_stats.Add(endurance); player_stats.Add(heal); player_stats.Add(history); player_stats.Add(insight); player_stats.Add(intimidate); player_stats.Add(nature); player_stats.Add(perception); player_stats.Add(religion); player_stats.Add(stealth); player_stats.Add(streetwise); player_stats.Add(thievery); player_stats.Add(hit_points); }