コード例 #1
0
    CharacterClass.AgeGroup GetAgeGroupFromAge(int agetoProcess, CharacterClass.Species speciesToAge)
    {
        CharacterClass.AgeGroup ageGroupToReturn = CharacterClass.AgeGroup.Adolescent;
        var s = speciesDefinition[speciesToAge];

        if (agetoProcess >= s.ageRange_Adolescent.x && agetoProcess < s.ageRange_Adolescent.y)
        {
            ageGroupToReturn = CharacterClass.AgeGroup.Adolescent;
        }
        else if (agetoProcess >= s.ageRange_YoungAdult.x && agetoProcess < s.ageRange_YoungAdult.y)
        {
            ageGroupToReturn = CharacterClass.AgeGroup.YoungAdult;
        }
        else if (agetoProcess >= s.ageRange_MiddleAge.x && agetoProcess < s.ageRange_MiddleAge.y)
        {
            ageGroupToReturn = CharacterClass.AgeGroup.MiddleAge;
        }
        else if (agetoProcess >= s.ageRange_Old.x && agetoProcess < s.ageRange_Old.y)
        {
            ageGroupToReturn = CharacterClass.AgeGroup.Old;
        }
        else if (agetoProcess >= s.ageRange_Ancient.x && agetoProcess < s.ageRange_Ancient.y)
        {
            ageGroupToReturn = CharacterClass.AgeGroup.Ancient;
        }
        return(ageGroupToReturn);
    }
コード例 #2
0
    void RollStats(CharacterClass.Species speciesToRollFor)
    {
        //Generate stats for any species depending on powerlevel set. This will only work locally inside this script and only has character generation use!
        var tempBrains = 0;
        var tempBrawn  = 0;
        var tempSkin   = 0;
        var tempTongue = 0;
        int tempPowerLevel;

        if (powerLevel == 0)
        {
            //Looks like bullshit. Count entries in powerlevel enum, generate random then bump it by 1 to include max and exclude "random".
            tempPowerLevel = Random.Range(1, System.Enum.GetValues(typeof(CharacterClass.PowerLevel)).Length);
        }
        else
        {
            tempPowerLevel = (int)powerLevel;
        }
        //iterate through each power level granted. Each time roll a dice between 1 and dice size of that species.
        for (int i = 0; i < tempPowerLevel; i++)
        {
            tempBrains += Random.Range(0, speciesDefinition[speciesToRollFor].dieSize_Brains) + 1;
            tempBrawn  += Random.Range(0, speciesDefinition[speciesToRollFor].dieSize_Brawn) + 1;
            tempSkin   += Random.Range(0, speciesDefinition[speciesToRollFor].dieSize_Skin) + 1;
            tempTongue += Random.Range(0, speciesDefinition[speciesToRollFor].dieSize_Tongue) + 1;
        }
        //finally, apply and send the form off.
        character.brains = tempBrains;
        character.brawn  = tempBrawn;
        character.skin   = tempSkin;
        character.tongue = tempTongue;
    }
コード例 #3
0
    //Some age tools
    int GetAgeFromAgeGroup(CharacterClass.AgeGroup ageGroupToProcess, CharacterClass.Species speciesToAge)
    {
        int ageToReturn;

        switch (ageGroupToProcess)
        {
        case CharacterClass.AgeGroup.Adolescent: ageToReturn = Random.Range((int)speciesDefinition[speciesToAge].ageRange_Adolescent.x, (int)speciesDefinition[speciesToAge].ageRange_Adolescent.y); break;

        case CharacterClass.AgeGroup.YoungAdult: ageToReturn = Random.Range((int)speciesDefinition[speciesToAge].ageRange_YoungAdult.x, (int)speciesDefinition[speciesToAge].ageRange_YoungAdult.y); break;

        case CharacterClass.AgeGroup.MiddleAge: ageToReturn = Random.Range((int)speciesDefinition[speciesToAge].ageRange_MiddleAge.x, (int)speciesDefinition[speciesToAge].ageRange_MiddleAge.y); break;

        case CharacterClass.AgeGroup.Old: ageToReturn = Random.Range((int)speciesDefinition[speciesToAge].ageRange_Old.x, (int)speciesDefinition[speciesToAge].ageRange_Old.y); break;

        case CharacterClass.AgeGroup.Ancient: ageToReturn = Random.Range((int)speciesDefinition[speciesToAge].ageRange_Ancient.x, (int)speciesDefinition[speciesToAge].ageRange_Ancient.y); break;

        default: ageToReturn = 0; break;
        }
        return(ageToReturn);
    }
コード例 #4
0
//===========================================================================
    //Main name generation function

    public string GenerateName(CharacterClass.Species raceToName)
    {
        ClearNames();
        switch (raceToName)
        {
        case CharacterClass.Species.Askadur:
            GenerateAskadurName();
            break;

        case CharacterClass.Species.Draugur:
            GenerateDraugurName();;
            break;

        case CharacterClass.Species.Faeryn:
            GenerateFaerynName();
            break;

        case CharacterClass.Species.Kanina:
            GenerateKaninaName();
            break;

        case CharacterClass.Species.Lifindur:
            GenerateLifindurName();
            break;

        case CharacterClass.Species.Madur:
            GenerateMadurName();
            break;

        case CharacterClass.Species.Nyrn:
            GenerateNyrnName();
            break;

        case CharacterClass.Species.Skjomadur:
            GenerateSkjomadurName();
            break;

        case CharacterClass.Species.Troll:
            GenerateTrollName();
            break;

        case CharacterClass.Species.UrminnAdult:
            GenerateUrminnName(false);
            break;

        case CharacterClass.Species.UrminnYoung:
            GenerateUrminnName(true);
            break;

        case CharacterClass.Species.Vidur:
            GenerateVidurName();
            break;

        default:
            tempName = "error";
            //Species doesn't match
            break;
        }
        tempName = char.ToUpper(tempName[0]) + tempName.Substring(1);
        return(tempName);
    }