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); }
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; }
//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); }
//=========================================================================== //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); }