// Next race public PlayerStat Dwarf(int Level, PlayerStat playerStat, PlayerRace playerRace) { //base dwarf ASI playerStat.Constitution += 2; //Creating for subraces int num = rand.Next(0, 1); switch (num) { case 0: playerRace.Subrace = "Hill"; playerStat.Wisdom += 1; playerRace.SubRacialTraits1 = "Dwarven Toughness"; playerStat.HitPoints += Level; Console.WriteLine(playerStat.HitPoints); break; case 1: playerRace.Subrace = "Mountain"; playerStat.Strength += 2; playerRace.SubRacialTraits1 = "Dwarven Armor Training"; break; } playerRace.ASI = true; playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Stonecunning"; playerRace.RacialTraits3 = "Dwarven Resilience"; playerRace.RacialTraits4 = "Tool Proficiency"; playerRace.RacialTraits5 = "Stonecunning"; playerRace.Speed = 25; playerStat.LangDwarvish = true; return(playerStat); }
public PlayerStat Halfling(int Level, PlayerStat playerStat, PlayerRace playerRace) { playerStat.Dexterity += 2; int num = rand.Next(0, 1); switch (num) { case 0: playerRace.Subrace = "Lightfoot"; playerRace.SubRacialTraits1 = "Naturally Stealthy"; playerStat.Charisma += 1; break; case 1: playerRace.Subrace = "Stout"; playerRace.SubRacialTraits1 = "Stout Resilience"; playerStat.Constitution += 1; break; } playerRace.ASI = true; playerRace.Speed = 25; playerRace.RacialTraits1 = "Lucky"; playerRace.RacialTraits2 = "Brave"; playerRace.RacialTraits3 = "Nimble"; playerRace.RaceSize = "Small"; playerStat.LangHalfling = true; return(playerStat); }
public PlayerStat Gnome(int Level, PlayerStat playerStat, PlayerRace playerRace) { //base gnome ASI playerStat.Intelligence += 2; playerRace.Speed = 25; playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Gnome Cunning"; int num = rand.Next(1, 2); switch (num) { case 0: playerRace.Subrace = "Forest"; playerStat.Dexterity += 1; playerRace.SubRacialTraits1 = "Natural Illusionist"; //Add Minor Illusion cantrip playerRace.SubRacialTraits2 = "Speak with Small Beasts"; break; case 1: playerRace.Subrace = "Rock"; playerStat.Constitution += 1; playerRace.SubRacialTraits1 = "Artificer's Lore"; playerRace.SubRacialTraits2 = "Tinker"; break; } playerRace.RaceSize = "Small"; playerRace.ASI = true; playerStat.LangGnomish = true; return(playerStat); }
public NewCharacter(int level, User testUser) { Level = 1; user = testUser; UserId = testUser.UserId; playerStat = new PlayerStat(1); playerStatId = playerStat.PlayerStatId; playerBG = new PlayerBG(); playerBG.BGSelector(playerStat, playerBG); playerBGId = playerBG.PlayerBGId; playerRace = new PlayerRace(); playerRace.RaceSelector(Level, playerStat, playerRace); playerRaceId = playerRace.PlayerRaceId; playerClass = new PlayerClass(Level, playerStat); playerClass.ClassSelector(Level, playerStat, playerClass); playerClassId = playerClass.PlayerClassId; playerStat.UpdatePro(playerStat); playerName = "Name"; playerNotes = ""; }
public PlayerStat Tiefling(int Level, PlayerStat playerStat, PlayerRace playerRace) { playerStat.Intelligence += 1; playerStat.Charisma += 2; playerRace.ASI = true; playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Hellish Resistance"; playerStat.LangInfernal = true; return(playerStat); }
// Takes player Race obj and selects a Race and increases bonuses and determines traits public PlayerStat RaceSelector(int Level, PlayerStat playerStat, PlayerRace playerRace) { int num = rand.Next(0, 9); switch (num) { case 0: playerRace.Race = "Dragonborn"; DragonBorn(Level, playerStat, playerRace); return(playerStat); case 1: playerRace.Race = "Dwarf"; Dwarf(Level, playerStat, playerRace); return(playerStat); case 2: playerRace.Race = "Elf"; Elf(Level, playerStat, playerRace); return(playerStat); case 3: playerRace.Race = "Gnome"; Gnome(Level, playerStat, playerRace); return(playerStat); case 4: playerRace.Race = "Half Elf"; HalfElf(Level, playerStat, playerRace); return(playerStat); case 5: playerRace.Race = "Half Orc"; HalfOrc(Level, playerStat, playerRace); return(playerStat); case 6: playerRace.Race = "Halfling"; Halfling(Level, playerStat, playerRace); return(playerStat); case 7: playerRace.Race = "Human"; Human(Level, playerStat, playerRace); return(playerStat); case 8: playerRace.Race = "Tiefling"; Tiefling(Level, playerStat, playerRace); return(playerStat); } return(playerStat); }
public PlayerStat HalfOrc(int Level, PlayerStat playerStat, PlayerRace playerRace) { playerStat.Strength += 2; playerStat.Constitution += 1; playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Menacing"; playerStat.IntimidationB = true; playerRace.RacialTraits3 = "Relentless Endurance"; playerRace.RacialTraits4 = "Savage Attacks"; playerStat.LangOrcish = true; return(playerStat); }
public PlayerStat SpecificRaceSelector(int Level, PlayerStat playerStat, PlayerRace playerRace, string selection) { switch (selection) { case "Dragonborn": playerRace.Race = "Dragonborn"; DragonBorn(Level, playerStat, playerRace); return(playerStat); case "Dwarf": playerRace.Race = "Dwarf"; Dwarf(Level, playerStat, playerRace); return(playerStat); case "Elf": playerRace.Race = "Elf"; Elf(Level, playerStat, playerRace); return(playerStat); case "Gnome": playerRace.Race = "Gnome"; Gnome(Level, playerStat, playerRace); return(playerStat); case "Half Elf": playerRace.Race = "Half Elf"; HalfElf(Level, playerStat, playerRace); return(playerStat); case "Half Orc": playerRace.Race = "Half Orc"; HalfOrc(Level, playerStat, playerRace); return(playerStat); case "Halfling": playerRace.Race = "Halfling"; Halfling(Level, playerStat, playerRace); return(playerStat); case "Human": playerRace.Race = "Human"; Human(Level, playerStat, playerRace); return(playerStat); case "Tiefling": playerRace.Race = "Tiefling"; Tiefling(Level, playerStat, playerRace); return(playerStat); } return(playerStat); }
// Dragonborn and Dragon Ancestry determine Dragonborn race public PlayerStat DragonBorn(int Level, PlayerStat playerStat, PlayerRace playerRace) { int num = rand.Next(0, 10); string[] DragonType = { "Black", "Blue", "Brass", "Bronze", "Copper", "Gold", "Green", "Red", "Silver", "White" }; string[] DamageType = { "Acid", "Lightning", "Fire", "Lightning", "Acid", "Fire", "Poison", "Fire", "Cold", "Cold" }; playerRace.RacialTraits1 = DamageType[num] + " Dragon Breath"; playerStat.Strength += 2; playerStat.Charisma += 1; playerRace.ASI = true; playerRace.Subrace = DragonType[num]; playerStat.LangDraconic = true; playerStat.LangUndercommon = true; return(playerStat); }
public NewCharacter(int level, PlayerStat pStat, PlayerRace pRace, PlayerClass pClass, PlayerBG pBG) { Level = level; playerStat = pStat; playerStatId = pStat.PlayerStatId; playerClassId = pClass.PlayerClassId; playerClass = pClass; playerRaceId = pRace.PlayerRaceId; playerRace = pRace; playerBGId = pBG.PlayerBGId; playerBG = pBG; UserId = 1; playerName = "Name"; playerNotes = "Notes"; }
public PlayerStat Elf(int Level, PlayerStat playerStat, PlayerRace playerRace) { //base elf ASI playerStat.Dexterity += 2; //Creating for subraces int num = rand.Next(0, 1); switch (num) { case 0: playerRace.Subrace = "High"; playerStat.Intelligence += 1; playerRace.SubRacialTraits1 = "Cantrip (Wizard)"; //add Cantrip from the Wizard Spell list to the character at random playerRace.SubRacialTraits2 = "Elf Weapon Training"; playerRace.SubRacialTraits3 = "Extra Language"; break; case 1: playerRace.Subrace = "Wood"; playerStat.Wisdom += 1; playerRace.SubRacialTraits1 = "Elf Weapon Training"; playerRace.SubRacialTraits2 = "Fleet of Foot"; playerRace.Speed = 35; playerRace.SubRacialTraits3 = "Mask of the Wild"; break; } playerRace.ASI = true; playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Fey Ancestry"; playerRace.RacialTraits3 = "Trance"; playerRace.RacialTraits4 = "Keen Senses"; //adding in Perception from playerstat, need to make sure that the selection doesn't double dip playerStat.PerceptionB = true; playerStat.LangElvish = true; return(playerStat); }
public PlayerStat Human(int Level, PlayerStat playerStat, PlayerRace playerRace) { playerStat.Strength += 1; playerStat.Dexterity += 1; playerStat.Constitution += 1; playerStat.Intelligence += 1; int[] langgen = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 }; Randomize(langgen, langgen.Length); int num1 = langgen[0]; switch (num1) { case 0: if (playerStat.LangDwarvish == true) { goto case 1; } else { playerStat.LangDwarvish = true; } break; case 1: if (playerStat.LangGiant == true) { goto case 2; } else { playerStat.LangGiant = true; } break; case 2: if (playerStat.LangGnomish == true) { goto case 3; } else { playerStat.LangGnomish = true; } break; case 3: if (playerStat.LangGoblin == true) { goto case 4; } else { playerStat.LangGoblin = true; } break; case 4: if (playerStat.LangHalfling == true) { goto case 5; } else { playerStat.LangHalfling = true; } break; case 5: if (playerStat.LangOrcish == true) { goto case 6; } else { playerStat.LangOrcish = true; } break; case 6: if (playerStat.LangAbyssal == true) { goto case 7; } else { playerStat.LangAbyssal = true; } break; case 7: if (playerStat.LangCelestial == true) { goto case 8; } else { playerStat.LangCelestial = true; } break; case 8: if (playerStat.LangDraconic == true) { goto case 9; } else { playerStat.LangDraconic = true; } break; case 9: if (playerStat.LangDeepSpeech == true) { goto case 10; } else { playerStat.LangDeepSpeech = true; } break; case 10: if (playerStat.LangInfernal == true) { goto case 11; } else { playerStat.LangInfernal = true; } break; case 11: if (playerStat.LangPrimordial == true) { goto case 12; } else { playerStat.LangPrimordial = true; } break; case 12: if (playerStat.LangSylvan == true) { goto case 13; } else { playerStat.LangSylvan = true; } break; case 13: if (playerStat.LangUndercommon == true) { goto case 14; } else { playerStat.LangUndercommon = true; } break; case 14: if (playerStat.LangElvish == true) { goto case 0; } else { playerStat.LangElvish = true; } break; } return(playerStat); }
public PlayerRace(PlayerStat playerStat, PlayerRace playerRace) { }
public PlayerStat HalfElf(int Level, PlayerStat playerStat, PlayerRace playerRace) { playerStat.Charisma += 2; int[] randostats = { 0, 1, 2, 3, 4 }; Randomize(randostats, randostats.Length); for (int i = 0; i < 2; i++) { int var = randostats[i]; switch (var) { case 0: playerStat.Strength += 1; break; case 1: playerStat.Dexterity += 1; break; case 2: playerStat.Constitution += 1; break; case 3: playerStat.Wisdom += 1; break; case 4: playerStat.Intelligence += 1; break; } } playerRace.RacialTraits1 = "Darkvision (60 ft)"; playerRace.RacialTraits2 = "Fey Ancestry"; playerRace.RacialTraits3 = "High-Elf Versitility"; //Adds two proficiences of any type int[] SkillList = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17 }; Randomize(SkillList, SkillList.Length); int NumOfPro = 2; for (int i = 0; i < NumOfPro; i++) { // Select will represent the number that is used to pic the skill that is proficient // Second number represents total number of cases // Will add 1 to NumOfPro and break if already true int num = rand.Next(0, SkillList.Length); int Select = SkillList[num]; // pass in list for loop into switch switch (Select) { case 0: if (playerStat.AnimalHandlingB == true) { NumOfPro++; break; } playerStat.AnimalHandlingB = true; break; case 1: if (playerStat.AthleticsB == true) { NumOfPro++; break; } playerStat.AthleticsB = true; break; case 2: if (playerStat.AcrobaticsB == true) { NumOfPro++; break; } playerStat.AcrobaticsB = true; break; case 3: if (playerStat.DeceptionB == true) { NumOfPro++; break; } playerStat.DeceptionB = true; break; case 4: if (playerStat.HistoryB == true) { NumOfPro++; break; } playerStat.HistoryB = true; break; case 5: if (playerStat.ArcanaB == true) { NumOfPro++; break; } playerStat.ArcanaB = true; break; case 6: if (playerStat.InsightB == true) { NumOfPro++; break; } playerStat.InsightB = true; break; case 7: if (playerStat.IntimidationB == true) { NumOfPro++; break; } playerStat.IntimidationB = true; break; case 8: if (playerStat.InvestigationB == true) { NumOfPro++; break; } playerStat.InvestigationB = true; break; case 9: if (playerStat.MedicineB == true) { NumOfPro++; break; } playerStat.MedicineB = true; break; case 10: if (playerStat.NatureB == true) { NumOfPro++; break; } playerStat.NatureB = true; break; case 11: if (playerStat.PerceptionB == true) { NumOfPro++; break; } playerStat.PerceptionB = true; break; case 12: if (playerStat.PerformanceB == true) { NumOfPro++; break; } playerStat.PerformanceB = true; break; case 13: if (playerStat.PersuasionB == true) { NumOfPro++; break; } playerStat.PersuasionB = true; break; case 14: if (playerStat.ReligionB == true) { NumOfPro++; break; } playerStat.ReligionB = true; break; case 15: if (playerStat.SleightB == true) { NumOfPro++; break; } playerStat.SleightB = true; break; case 16: if (playerStat.StealthB == true) { NumOfPro++; break; } playerStat.StealthB = true; break; case 17: if (playerStat.SurvivalB == true) { NumOfPro++; break; } playerStat.SurvivalB = true; break; } ; } playerStat.LangElvish = true; int[] langgen = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 }; Randomize(langgen, langgen.Length); int num1 = langgen[0]; switch (num1) { case 0: if (playerStat.LangDwarvish == true) { goto case 1; } else { playerStat.LangDwarvish = true; } break; case 1: if (playerStat.LangGiant == true) { goto case 2; } else { playerStat.LangGiant = true; } break; case 2: if (playerStat.LangGnomish == true) { goto case 3; } else { playerStat.LangGnomish = true; } break; case 3: if (playerStat.LangGoblin == true) { goto case 4; } else { playerStat.LangGoblin = true; } break; case 4: if (playerStat.LangHalfling == true) { goto case 5; } else { playerStat.LangHalfling = true; } break; case 5: if (playerStat.LangOrcish == true) { goto case 6; } else { playerStat.LangOrcish = true; } break; case 6: if (playerStat.LangAbyssal == true) { goto case 7; } else { playerStat.LangAbyssal = true; } break; case 7: if (playerStat.LangCelestial == true) { goto case 8; } else { playerStat.LangCelestial = true; } break; case 8: if (playerStat.LangDraconic == true) { goto case 9; } else { playerStat.LangDraconic = true; } break; case 9: if (playerStat.LangDeepSpeech == true) { goto case 10; } else { playerStat.LangDeepSpeech = true; } break; case 10: if (playerStat.LangInfernal == true) { goto case 11; } else { playerStat.LangInfernal = true; } break; case 11: if (playerStat.LangPrimordial == true) { goto case 12; } else { playerStat.LangPrimordial = true; } break; case 12: if (playerStat.LangSylvan == true) { goto case 13; } else { playerStat.LangSylvan = true; } break; case 13: if (playerStat.LangUndercommon == true) { goto case 0; } else { playerStat.LangUndercommon = true; } break; } return(playerStat); }