private void setBaseStats() { //set the possible base stats to let the player choose txtCol1.Text = Dice.getBaseStat().ToString(); txtCol2.Text = Dice.getBaseStat().ToString(); txtCol3.Text = Dice.getBaseStat().ToString(); }
public Character() { userName = "******"; userStrength = Convert.ToInt32(Dice.getBaseStat()); userConstitution = Convert.ToInt32(Dice.getBaseStat()); userDexterity = Convert.ToInt32(Dice.getBaseStat()); List <Weapon> tempWeapon = new List <Weapon>(); tempWeapon.Add(new Dagger()); tempWeapon.Add(new Mace()); tempWeapon.Add(new LongSword()); tempWeapon.Add(new DoubleAxe()); tempWeapon.Add(new DoubleSword()); tempWeapon.Add(new ExecutionAxe()); userWeapon = tempWeapon[Dice.random(1, tempWeapon.Count - 1)]; List <Armor> tempArmor = new List <Armor>(); tempArmor.Add(new Cloth()); tempArmor.Add(new Leather()); tempArmor.Add(new Chain()); tempArmor.Add(new Plate()); userArmor = tempArmor[Dice.random(1, tempArmor.Count - 1)]; List <Race> tempRace = new List <Race>(); tempRace.Add(new Human()); tempRace.Add(new Dwarf()); tempRace.Add(new Elf()); tempRace.Add(new Halfling()); userRace = tempRace[Dice.random(1, tempRace.Count - 1)]; List <Class> tempClass = new List <Class>(); tempClass.Add(new Tank()); tempClass.Add(new Fighter()); tempClass.Add(new Paladin()); tempClass.Add(new Ranger()); tempClass.Add(new Barbarian()); userClass = tempClass[Dice.random(1, tempClass.Count - 1)]; currentHealth = health(); }