private void GenerateUtilityAbility() { UtilityAbility ability = null; while (ability == null || ability.mpUsage > maxMpAvailable) { ability = UtilityAbilityGenerator.Generate(); } utilityAbilities.Add(ability); }
public static Ability Generate(int level = 1) { var roll = RNG.Int(0, 300); if (roll < 100) { return(PassiveAbilityGenerator.Generate(level)); } else if (roll < 273) { return(AttackAbilityGenerator.Generate(level)); } else { return(UtilityAbilityGenerator.Generate(level)); } }