int ddReturn(int selector) { if (selector == 0) { NPCData.Jobs job = NPCCharList.CharRetainers [idxCL].cityJobs; switch (job) { case NPCData.Jobs.CastleRest: return(0); case NPCData.Jobs.CastleDomestic: return(1); case NPCData.Jobs.CastleCook: return(2); case NPCData.Jobs.CastleHealer: return(3); case NPCData.Jobs.CastleHunter: return(4); case NPCData.Jobs.CastleEntertainer: return(5); case NPCData.Jobs.CastleArtisan: return(6); case NPCData.Jobs.CastleFarmhand: return(7); case NPCData.Jobs.CastleScribe: return(8); case NPCData.Jobs.CastleProstitute: return(9); case NPCData.Jobs.CastleAccountant: return(10); case NPCData.Jobs.CastleSlaveMaster: return(11); case NPCData.Jobs.CastleGuard: return(12); case NPCData.Jobs.CastleCaptain: return(13); case NPCData.Jobs.CastleCourtier: return(14); case NPCData.Jobs.CastleCounselor: return(15); default: return(0); } } else if (selector == 1) { fileRulesNPC.Wages wages = RulesNPC.savedRules[idxRN].wage; switch (wages) { case fileRulesNPC.Wages.None: return(0); case fileRulesNPC.Wages.Low: return(1); case fileRulesNPC.Wages.Average: return(2); case fileRulesNPC.Wages.Good: return(3); case fileRulesNPC.Wages.High: return(4); case fileRulesNPC.Wages.Exorbitant: return(5); default: return(0); } } else if (selector == 2) { fileRulesNPC.Sleeping sleeping = RulesNPC.savedRules[idxRN].sleeping; switch (sleeping) { case fileRulesNPC.Sleeping.Ground: return(0); case fileRulesNPC.Sleeping.Barracks: return(1); case fileRulesNPC.Sleeping.PrivateRoom: return(2); case fileRulesNPC.Sleeping.Boudoir: return(3); case fileRulesNPC.Sleeping.MCRoom: return(4); case fileRulesNPC.Sleeping.Dungeon: return(5); default: return(0); } } else { fileRulesNPC.Diet diet = RulesNPC.savedRules[idxRN].diet; switch (diet) { case fileRulesNPC.Diet.RancidFood: return(0); case fileRulesNPC.Diet.CheapFood: return(1); case fileRulesNPC.Diet.FreshFood: return(2); case fileRulesNPC.Diet.LeftOvers: return(3); case fileRulesNPC.Diet.BeastsCum: return(4); default: return(0); } } }
static string updateWages(fileRulesNPC.Wages wage, int idx) { if (NPCCharList.CharRetainers [idx].isSlave) { //slave switch (wage) { case fileRulesNPC.Wages.None: NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return(""); case fileRulesNPC.Wages.Low: if (GameControl.charGold < 1) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 1; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(0, 1.5f); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 0.5f); return(""); case fileRulesNPC.Wages.Average: if (GameControl.charGold < 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } if (NPCCharList.CharRetainers [idx].attObedience < 50) { NPCCharList.CharRetainers [idx].attSpoiled += Random.Range(0, 2); NPCCharList.CharRetainers [idx].attObedience += Random.Range(0, 1); } GameControl.charGold -= 3; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(1, 3); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 1); return(""); case fileRulesNPC.Wages.Good: if (GameControl.charGold < 5) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } if (NPCCharList.CharRetainers [idx].attObedience < 50) { NPCCharList.CharRetainers [idx].attSpoiled += Random.Range(0, 4); NPCCharList.CharRetainers [idx].attObedience += Random.Range(0, 1.5f); } GameControl.charGold -= 5; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(1.5f, 4); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 1.5f); return(""); case fileRulesNPC.Wages.High: if (GameControl.charGold < 10) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } if (NPCCharList.CharRetainers [idx].attObedience < 50) { NPCCharList.CharRetainers [idx].attSpoiled += Random.Range(0, 6); NPCCharList.CharRetainers [idx].attObedience += Random.Range(0, 2f); } GameControl.charGold -= 10; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(2, 5); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 2); return(""); case fileRulesNPC.Wages.Exorbitant: if (GameControl.charGold < 20) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } if (NPCCharList.CharRetainers [idx].attObedience < 50) { NPCCharList.CharRetainers [idx].attSpoiled += Random.Range(0, 8); NPCCharList.CharRetainers [idx].attObedience += Random.Range(0, 2.5f); } GameControl.charGold -= 20; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(3, 7); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(1, 3); return(""); } } else { //free switch (wage) { case fileRulesNPC.Wages.None: NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return(""); case fileRulesNPC.Wages.Low: if (GameControl.charGold < 1) { NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 1; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(0, 1f); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 1f); return(""); case fileRulesNPC.Wages.Average: if (GameControl.charGold < 3) { NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 3; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(1, 3); return(""); case fileRulesNPC.Wages.Good: if (GameControl.charGold < 5) { NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 5; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(2, 4); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0, 2f); return(""); case fileRulesNPC.Wages.High: if (GameControl.charGold < 10) { NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 10; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(3, 5); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0.5f, 1.5f); return(""); case fileRulesNPC.Wages.Exorbitant: if (GameControl.charGold < 20) { NPCCharList.CharRetainers [idx].attHappiness -= 1 + Random.Range(0, 2); NPCCharList.CharRetainers [idx].charLoyalty -= Random.Range(0, 1.5f); return("\n\nYou didn't had enough money to pay " + NPCCharList.CharRetainers [idx].charName + "'s wage!"); } GameControl.charGold -= 20; NPCCharList.CharRetainers [idx].attHappiness += Random.Range(3, 7); NPCCharList.CharRetainers [idx].charLoyalty += Random.Range(0.5f, 2f); return(""); } } return("bug in CastleLivingConditionsUpdate.updateWage"); }