public bool setIsFlying(NPCData.CharRace charRace) { if ((int)charRace >= AvianOpen && (int)charRace <= AvianClose) { return(true); } switch (charRace) { case NPCData.CharRace.incubus: return(true); case NPCData.CharRace.succubus: return(true); case NPCData.CharRace.Crow: return(true); case NPCData.CharRace.dragon: return(true); default: return(false); } }
public bool setIsVirgin(NPCData.CharRace charRace) { iterator += 1; switch (charRace) { case NPCData.CharRace.angel: return(true); case NPCData.CharRace.succubus: return(false); default: break; } Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); randNum = Random.Range(0, 100); if (randNum >= 90) { return(true); } else { return(false); } }
public NPCData.DickType setDickType(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.Wolf: return(NPCData.DickType.wolf); case NPCData.CharRace.Fox: return(NPCData.DickType.fox); case NPCData.CharRace.Equine: return(NPCData.DickType.equine); case NPCData.CharRace.incubus: return(NPCData.DickType.demon); case NPCData.CharRace.succubus: return(NPCData.DickType.demon); case NPCData.CharRace.dragon: return(NPCData.DickType.dragon); default: return(NPCData.DickType.human); } }
public float setMaxArousal(NPCData.CharRace charRace) { iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charRace) { case NPCData.CharRace.Wolf: return(Random.Range(70, 120)); case NPCData.CharRace.Equine: return(Random.Range(60, 100)); case NPCData.CharRace.succubus: return(Random.Range(100, 160)); case NPCData.CharRace.incubus: return(Random.Range(100, 160)); case NPCData.CharRace.Bunny: return(Random.Range(80, 150)); default: return(Random.Range(80, 130)); } }
public NPCData.CharAttacks raceAttacks(NPCData.CharRace charRace) { iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charRace) { case NPCData.CharRace.Wolf: return((NPCData.CharAttacks)Random.Range(85, 89)); case NPCData.CharRace.Bunny: return((NPCData.CharAttacks)Random.Range(94, 97)); case NPCData.CharRace.succubus: Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); randNum = Random.Range(0, 100); if (randNum > 80) { return(magicAttacks()); } return((NPCData.CharAttacks)Random.Range(90, 93)); case NPCData.CharRace.Equine: return((NPCData.CharAttacks)Random.Range(98, 101)); default: return(genericAttacks()); } }
public float setLoyalty(NPCData.CharRace charRace, NPCData.CharClass charClass) { float retValue = 0; iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charRace) { case NPCData.CharRace.angel: retValue += Random.Range(0, 10); break; case NPCData.CharRace.succubus: retValue += Random.Range(0, 10) - 10; break; case NPCData.CharRace.incubus: retValue += Random.Range(0, 10) - 10; break; default: break; } iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charClass) { case NPCData.CharClass.Inquisitor: return(retValue + Random.Range(0, 5)); case NPCData.CharClass.CommunityWorker: return(retValue + Random.Range(5, 10)); case NPCData.CharClass.DarkPaladin: return(retValue + Random.Range(5, 10) - 15); case NPCData.CharClass.Feral: return(retValue + Random.Range(5, 10) - 15); case NPCData.CharClass.Paladin: return(retValue + Random.Range(5, 10)); case NPCData.CharClass.Politician: return(retValue + Random.Range(5, 10) - 15); case NPCData.CharClass.Priest: return(retValue + Random.Range(0, 5)); case NPCData.CharClass.Thief: return(retValue + Random.Range(5, 10) - 15); default: return(retValue); } }
public float setCorruption(NPCData.CharRace charRace, NPCData.CharClass charClass) { float retValue = 0; iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charRace) { case NPCData.CharRace.angel: retValue += Random.Range(-15, 10); break; case NPCData.CharRace.succubus: retValue += Random.Range(25, 85); break; case NPCData.CharRace.incubus: retValue += Random.Range(25, 85); break; default: break; } iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charClass) { case NPCData.CharClass.Inquisitor: return(retValue + Random.Range(-5, 5)); case NPCData.CharClass.DarkPaladin: return(retValue + Random.Range(10, 40)); case NPCData.CharClass.Paladin: return(retValue + Random.Range(-20, 10)); case NPCData.CharClass.Politician: return(retValue + Random.Range(5, 25)); case NPCData.CharClass.Priest: return(retValue + Random.Range(-10, 5)); case NPCData.CharClass.Thief: return(retValue + Random.Range(5, 20)); case NPCData.CharClass.Monk: return(retValue + Random.Range(-15, 10)); case NPCData.CharClass.W***e: return(retValue + Random.Range(5, 30)); default: return(retValue + Random.Range(0, 20)); } }
public int setBreastRow(NPCData.CharRace charRace) { switch (charRace) { default: return(1); } }
public float setBreast1Size(NPCData.CharSex charSex, NPCData.CharRace charRace) { iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); float finalsize = 0; if (charSex == NPCData.CharSex.Man || charSex == NPCData.CharSex.Maleherm) { finalsize = 0f; } else if (charSex == NPCData.CharSex.Trap) { finalsize = Random.Range(0f, 2.5f); } else if (charSex == NPCData.CharSex.Cuntboy) { finalsize = 0f; } else if (charSex == NPCData.CharSex.Eunuch) { finalsize = Random.Range(0, 6f); } else { finalsize = Random.Range(3f, 20f); } switch (charRace) { case NPCData.CharRace.succubus: finalsize += 3f; break; case NPCData.CharRace.Dodo: finalsize -= 2f; break; case NPCData.CharRace.Equine: finalsize -= 1f; break; default: break; } if (finalsize < 0) { finalsize = 0; } return(finalsize); }
public NPCData.EyesColor setEyesColor(NPCData.CharRace charRace) { iterator += 1; count = (int)NPCData.EyesColor.Count - 1; switch (charRace) { default: Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); return((NPCData.EyesColor)Random.Range(0, count)); } }
public float setLactationML(NPCData.CharRace charRace) { iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); switch (charRace) { default: return(Random.Range(450, 1000)); } }
public bool setHasTentacles(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.Plant: return(true); default: return(false); } }
public bool setIsFurry(NPCData.CharRace charRace) { if ((int)charRace >= FurryOpen && (int)charRace <= AquaticClose) { return(true); } switch (charRace) { default: return(false); } }
public bool setHasFeathers(NPCData.CharRace charRace) { if ((int)charRace >= AvianOpen && (int)charRace <= AvianClose) { return(true); } switch (charRace) { default: return(false); } }
public NPCData.CharRace adjustRaceGender(NPCData.CharRace charRace, NPCData.CharSex charSex) { if (charSex == NPCData.CharSex.Man && charRace == NPCData.CharRace.succubus || charSex == NPCData.CharSex.Trap && charRace == NPCData.CharRace.succubus) { return(NPCData.CharRace.incubus); } if (charSex == NPCData.CharSex.Woman && charRace == NPCData.CharRace.incubus || charSex == NPCData.CharSex.Dickgirl && charRace == NPCData.CharRace.incubus || charSex == NPCData.CharSex.Futanari && charRace == NPCData.CharRace.incubus) { return(NPCData.CharRace.succubus); } return(charRace); }
public bool setHasScales(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.dragon: return(true); case NPCData.CharRace.Lizard: return(true); default: return(false); } }
public NPCData.HairType setHairType(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.Lion: return(NPCData.HairType.Mane); case NPCData.CharRace.GooGirl: return(NPCData.HairType.GooHair); default: return(NPCData.HairType.Normal); } }
public NPCData.LowerBack setLowerBack(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.Wolf: return(NPCData.LowerBack.wolf); case NPCData.CharRace.Bunny: return(NPCData.LowerBack.bunny); case NPCData.CharRace.Equine: return(NPCData.LowerBack.equine); case NPCData.CharRace.Dodo: return(NPCData.LowerBack.avian); case NPCData.CharRace.Crow: return(NPCData.LowerBack.avian); case NPCData.CharRace.Fox: return(NPCData.LowerBack.fox); case NPCData.CharRace.Lion: return(NPCData.LowerBack.feline); case NPCData.CharRace.minotaur: return(NPCData.LowerBack.bull); case NPCData.CharRace.Rodent: return(NPCData.LowerBack.rodent); case NPCData.CharRace.Mouse: return(NPCData.LowerBack.rodent); case NPCData.CharRace.Deer: return(NPCData.LowerBack.deer); case NPCData.CharRace.succubus: return(NPCData.LowerBack.demon); case NPCData.CharRace.incubus: return(NPCData.LowerBack.demon); case NPCData.CharRace.dragon: return(NPCData.LowerBack.dragon); default: return(NPCData.LowerBack.NONE); } }
public NPCData.HeadAccesory1 setHeadAcc1(NPCData.CharRace charRace) { iterator += 1; switch (charRace) { case NPCData.CharRace.succubus: Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); randNum = Random.Range(0, 100); if (randNum >= 90) { return(NPCData.HeadAccesory1.DemonicHornsBig); } else if (randNum >= 60) { return(NPCData.HeadAccesory1.DemonicHorns); } else { return(NPCData.HeadAccesory1.DemonicHornsSmall); } case NPCData.CharRace.incubus: Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); randNum = Random.Range(0, 100); if (randNum >= 90) { return(NPCData.HeadAccesory1.DemonicHornsBig); } else if (randNum >= 60) { return(NPCData.HeadAccesory1.DemonicHorns); } else { return(NPCData.HeadAccesory1.DemonicHornsSmall); } case NPCData.CharRace.minotaur: return(NPCData.HeadAccesory1.bullHorns); case NPCData.CharRace.Deer: return(NPCData.HeadAccesory1.deerAntlers); case NPCData.CharRace.dragon: return(NPCData.HeadAccesory1.dragonHorns); default: return(NPCData.HeadAccesory1.NONE); } }
public NPCData.CharFeatherColor setFeathers(NPCData.CharRace charRace) { iterator += 1; switch (charRace) { case NPCData.CharRace.EXOTICCLOSE: //example if you want to thinker with specific races return((NPCData.CharFeatherColor) 0); default: count = (int)NPCData.CharFeatherColor.Count - 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); return((NPCData.CharFeatherColor)Random.Range(0, count)); } }
// NEED TO ADD NON GENERIC ONES public static string textDefeat() { NPCData.CharRace charRace = NPCCharList.CharMonster[0].charRace; switch (charRace) { case NPCData.CharRace.Human: return(CombatDefeatTextsEnemyGeneric.defeatGeneric()); case NPCData.CharRace.Wolf: return(CombatDefeatTextsEnemyGeneric.defeatGeneric()); default: return(CombatDefeatTextsEnemyGeneric.defeatGeneric()); } }
public NPCData.HeadType setHeadType(NPCData.CharRace charRace) { /*if (WorldControl.furryOn == false) { * return NPCData.HeadType.HUMAN; * }*/ switch (charRace) { case NPCData.CharRace.Dodo: return(NPCData.HeadType.dodo); case NPCData.CharRace.Wolf: return(NPCData.HeadType.WOLF); case NPCData.CharRace.minotaur: return(NPCData.HeadType.bull); case NPCData.CharRace.Fox: return(NPCData.HeadType.FOX); case NPCData.CharRace.Bunny: return(NPCData.HeadType.BUNNY); case NPCData.CharRace.Equine: return(NPCData.HeadType.EQUINE); case NPCData.CharRace.Crow: return(NPCData.HeadType.AVIAN); case NPCData.CharRace.Lion: return(NPCData.HeadType.LION); case NPCData.CharRace.Rodent: return(NPCData.HeadType.MOUSE); case NPCData.CharRace.Mouse: return(NPCData.HeadType.MOUSE); case NPCData.CharRace.Deer: return(NPCData.HeadType.DEER); case NPCData.CharRace.dragon: return(NPCData.HeadType.dragon); default: return(NPCData.HeadType.HUMAN); } }
public bool setHasFur(NPCData.CharRace charRace) { if ((int)charRace >= FurryOpen && (int)charRace <= FurryClose) { return(true); } switch (charRace) { case NPCData.CharRace.minotaur: return(true); default: return(false); } }
public static string textVictory() { NPCData.CharRace charRace = NPCCharList.CharMonster[0].charRace; switch (charRace) { case NPCData.CharRace.Human: return(CombatVictoryTextsEnemyGeneric.textGeneric()); //return CombatVictoryTextsEnemyHuman.enemyHumanVictory(); case NPCData.CharRace.Wolf: return(CombatVictoryTextsEnemyWolf.enemyWolfVictory()); default: return(CombatVictoryTextsEnemyGeneric.textGeneric()); } }
public NPCData.BeardLength setBeardLength(NPCData.CharSex charSex, NPCData.CharRace charRace) { iterator += 1; // the race is only used for special races, maybe like dwarfs, none yet tho. Should use if switch (charSex) { case NPCData.CharSex.Man: count = (int)NPCData.BeardLength.Count - 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); return((NPCData.BeardLength)Random.Range(0, count)); default: return(NPCData.BeardLength.NONE); } }
public NPCData.BeardStyle setBeardStyle(NPCData.CharSex charSex, NPCData.CharRace charRace) { iterator += 1; // the race is only used for special races, maybe like dwarfs, none yet tho. Should use if if (charSex == NPCData.CharSex.Man) { count = (int)NPCData.BeardStyle.Count - 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); return((NPCData.BeardStyle)Random.Range(0, count)); } else { return(NPCData.BeardStyle.NONE); } }
public NPCData.ShoulderBlades setShoulderBlades(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.succubus: return(NPCData.ShoulderBlades.DemonWings); case NPCData.CharRace.incubus: return(NPCData.ShoulderBlades.DemonWings); case NPCData.CharRace.dragon: return(NPCData.ShoulderBlades.DragonWings); default: return(NPCData.ShoulderBlades.NONE); } }
public NPCData.LegsType setLegs(NPCData.CharRace charRace) { switch (charRace) { case NPCData.CharRace.Dodo: return(NPCData.LegsType.harpy); case NPCData.CharRace.Equine: return(NPCData.LegsType.EQUINE); case NPCData.CharRace.minotaur: return(NPCData.LegsType.hoves); case NPCData.CharRace.Wolf: return(NPCData.LegsType.WOLF); case NPCData.CharRace.Fox: return(NPCData.LegsType.FOX); case NPCData.CharRace.Bunny: return(NPCData.LegsType.BUNNY); case NPCData.CharRace.Crow: return(NPCData.LegsType.harpy); case NPCData.CharRace.Lion: return(NPCData.LegsType.LION); case NPCData.CharRace.Rodent: return(NPCData.LegsType.MOUSE); case NPCData.CharRace.Mouse: return(NPCData.LegsType.MOUSE); case NPCData.CharRace.Deer: return(NPCData.LegsType.DEER); case NPCData.CharRace.dragon: return(NPCData.LegsType.dragon); default: return(NPCData.LegsType.HUMAN); } }
//genitals and fertility public bool setHasKnot(NPCData.CharRace charRace) { iterator += 1; switch (charRace) { case NPCData.CharRace.Wolf: return(true); case NPCData.CharRace.Fox: return(true); case NPCData.CharRace.kobold: return(true); default: return(false); } }
} // public NPCData.CharRace setChildRace(NPCData.CharRace momRace) { iterator += 1; Random.InitState(hashcode + WorldControl.day * System.DateTime.Now.Millisecond + iterator); randNum = Random.Range(0, 100); if (randNum >= 50) { return(momRace); } else if (randNum >= 10) { return(NPCData.CharRace.Human); } else { return(childRandomRace()); } }