public int initiative; // Represents your character’s ability to quickly attack when presented // with a hostile situation. At the beginning of each turn, each character // rolls for initiative just like in D n’ D. public void calculate(PrimaryStatistics stats, int level, int roll) { this.actionPoints = LHGCommon.getValueInRange(Math.Floor(stats.agility / 3.0) + Math.Floor(level / 3.0), 4, 27); this.criticalChance = LHGCommon.getValueInRange(stats.luck, 1, 10); this.hitPoints = LHGCommon.getValueInRange(20 + stats.vitality + (level * 3), 21, 120); this.resistance = LHGCommon.getValueInRange(5 + stats.vitality + (level / 2), 6, 30); this.accuracy = LHGCommon.getValueInRange(95 + stats.vision / 2, 95, 100); this.initiative = LHGCommon.getValueInRange(roll + stats.agility, 13, 22); }
public int speech; // Represents how good your character is at communicating with other // characters. Some characters can only be convinced to join you if // your speech skill level is high enough. public void calculate(PrimaryStatistics stats) { this.meleeWeapons = LHGCommon.getValueInRange(6 + (stats.strength * 2), 6, 100); this.guns = LHGCommon.getValueInRange(6 + (stats.agility * 2), 6, 100); this.explosives = LHGCommon.getValueInRange(6 + stats.agility + stats.vision, 6, 100); this.vehicularRepair = LHGCommon.getValueInRange(6 + (stats.utilization * 2), 6, 100); this.weaponMods = LHGCommon.getValueInRange(6 + stats.utilization + stats.resourcefulness, 6, 100); this.firstAid = LHGCommon.getValueInRange(6 + (stats.intelligence * 2), 6, 100); this.scavenge = LHGCommon.getValueInRange(6 + (stats.resourcefulness * 2), 6, 100); this.speech = LHGCommon.getValueInRange(6 + stats.intelligence + stats.vision, 6, 100); }
public void calculate(int level, int roll) { this.actionPoints = 2; this.initiative = LHGCommon.getValueInRange(roll, 13, 22); }