public Character(string _name, string _race, string _type, string _background, int _strST, int _dexST, int _constST, int _intST, int _wisST, int _chaST, int _proficiency, int _strength, int _dexterity, int _constitution, int _inteligence, int _wisdom, int _charisma, int _armorClass, int _speed, int _hitPoints, string _hitDie, int _strMod, int _dexMod, int _constMod, int _intMod, int _wisMod, int _chaMod, List <string> _skills, List <string> _languages, List <string> _proficiencies, List <string> _equipment, List <string> _traits, List <weapons> _weapon) { name = _name; race = _race; type = _type; background = _background; strength = _strength; dexterity = _dexterity; constitution = _constitution; inteligence = _inteligence; wisdom = _wisdom; charisma = _charisma; armorClass = _armorClass; speed = _speed; hitPoints = _hitPoints; hitDie = _hitDie; skills = _skills; equipment = _equipment; languages = _languages; proficiencies = _proficiencies; traits = _traits; weapon = _weapon; strMod = _strMod; dexMod = _dexMod; constMod = _constMod; intMod = _intMod; wisMod = _wisMod; chaMod = _chaMod; proficiency = _proficiency; strST = _strST; dexST = _dexST; constST = _constST; intST = _intST; wisST = _wisST; chaST = _chaST; //RACES if (race == "Half-Elf") { charisma = charisma + 2; //TODO: add in the function of choosing 2 ability scores speed = 30; traits.Add("Darkvision"); traits.Add("Fey Ancestry"); proficiencies.Add("Skill Versatility"); //TODO: add in the function of choosing 2 skills languages.Add("Common"); languages.Add("Elvish"); languages.Add("One Extra"); } else if (race == "Half-Orc") { strength = strength + 2; constitution = constitution + 1; speed = 30; traits.Add("Darkvision"); traits.Add("Menacing"); traits.Add("Relentless Endurance"); traits.Add("Savage Attacks"); languages.Add("Common"); languages.Add("Orc"); skills.Add("Intimidation"); } else if (race == "High Elf") { dexterity = dexterity + 2; inteligence = inteligence + 1; traits.Add("Elf Weapon Training"); proficiencies.Add("Longsword"); proficiencies.Add("Shortsword"); proficiencies.Add("Shortbow"); proficiencies.Add("Longbow"); traits.Add("Extra Cantrip"); speed = 30; traits.Add("Darkvision"); traits.Add("Keen Senses"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); languages.Add("One Extra"); skills.Add("Perception"); } else if (race == "Wood Elf") { dexterity = dexterity + 2; wisdom = wisdom + 1; proficiencies.Add("Elf Weapon Training"); proficiencies.Add("Longsword"); proficiencies.Add("Shortsword"); proficiencies.Add("Shortbow"); proficiencies.Add("Longbow"); traits.Add("Fleet Footed"); traits.Add("Mask of the Wild"); speed = 35; traits.Add("Darkvision"); traits.Add("Keen Senses"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); skills.Add("Perception"); } else if (race == "Dark Elf") { dexterity = dexterity + 2; charisma = charisma + 1; traits.Add("Drow Weapon Training"); proficiencies.Add("Rapier"); proficiencies.Add("Shortsword"); proficiencies.Add("Hand Crossbow"); traits.Add("Drow Magic"); traits.Add("Sunlight Sensitivity"); speed = 35; traits.Add("Superior Darkvision"); traits.Add("Keen Senses"); skills.Add("Perception"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); } else if (race == "Hill Dwarf") { constitution = constitution + 2; wisdom = wisdom + 1; traits.Add("Dwarven Toughness"); speed = 25; traits.Add("Darkvision"); traits.Add("Dwarven Resilience"); traits.Add("Dwarven Combat Training"); proficiencies.Add("Battleaxe"); proficiencies.Add("Handaxe"); proficiencies.Add("Light Hammer"); proficiencies.Add("Warhammer"); traits.Add("Stonecutting"); traits.Add("Artisan Tool Proficiency"); languages.Add("Common"); languages.Add("Dwarvish"); } else if (race == "Mountain Dwarf") { constitution = constitution + 2; strength = strength + 2; traits.Add("Dwarven Armor Training"); proficiencies.Add("Medium Armor"); proficiencies.Add("Light Armor"); speed = 25; traits.Add("Darkvision"); traits.Add("Dwarven Resilience"); traits.Add("Dwarven Combat Training"); proficiencies.Add("Battleaxe"); proficiencies.Add("Handaxe"); proficiencies.Add("Light Hammer"); proficiencies.Add("Warhammer"); traits.Add("Stonecutting"); traits.Add("Artisan Tool Proficiency"); languages.Add("Common"); languages.Add("Dwarvish"); } else if (race == "Human") { strength = strength + 1; dexterity = dexterity + 1; constitution = constitution + 1; inteligence = inteligence + 1; wisdom = wisdom + 1; charisma = charisma + 1; speed = 30; languages.Add("Common"); languages.Add("One Extra"); } else if (race == "Tiefling") { inteligence = inteligence + 1; charisma = charisma + 2; speed = 30; traits.Add("Darkvision"); traits.Add("Hellish Resistance"); traits.Add("Infernal Legacy"); languages.Add("Common"); languages.Add("Infernal"); } else if (race == "Lightfoot Halfling") { dexterity = dexterity + 2; charisma = charisma + 1; traits.Add("Naturally Stealthy"); speed = 25; traits.Add("Lucky"); traits.Add("Brave"); traits.Add("Halfling Nimbleness"); languages.Add("Common"); languages.Add("Halfling"); } else if (race == "Stout Halfling") { dexterity = dexterity + 2; constitution = constitution + 1; traits.Add("Stout Resilience"); speed = 25; traits.Add("Lucky"); traits.Add("Brave"); traits.Add("Halfling Nimbleness"); languages.Add("Common"); languages.Add("Halfling"); } else if (race == "Dragonborn") { strength = strength + 2; charisma = charisma + 1; speed = 30; traits.Add("Dragonic Ancestry"); traits.Add("Breath Weapon"); traits.Add("Damage Resistance"); languages.Add("Common"); languages.Add("Dragonic"); } else if (race == "Forest Gnome") { inteligence = inteligence + 2; dexterity = dexterity + 1; traits.Add("Natural Illusionist"); traits.Add("Speak with Small Beasts"); speed = 25; traits.Add("Darkvision"); traits.Add("Gnome Cunning"); languages.Add("Common"); languages.Add("Gnomish"); } else if (race == "Rock Gnome") { inteligence = inteligence + 2; constitution = constitution + 1; traits.Add("Artificer's Lore"); traits.Add("Tinker"); speed = 25; traits.Add("Darkvision"); traits.Add("Gnome Cunning"); languages.Add("Common"); languages.Add("Gnomish"); } //CLASSES //TODO: Come back for skill choice if (type == "Cleric") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Shield"); equipment.Add("Holy Symbol"); traits.Add("Spellcasting"); traits.Add("Devine Domain"); } else if (type == "Druid") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Clubs"); proficiencies.Add("Daggers"); proficiencies.Add("Darts"); proficiencies.Add("Javelins"); proficiencies.Add("Maces"); proficiencies.Add("Quarterstaffs"); proficiencies.Add("Scimitars"); proficiencies.Add("Sickles"); proficiencies.Add("Slings"); proficiencies.Add("Spears"); proficiencies.Add("Herbalism Kits"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod + proficiency; chaST = chaMod; equipment.Add("Leather Armor"); equipment.Add("Druidic Focus"); equipment.Add("Explorer's Pack"); traits.Add("Spellcasting"); traits.Add("Druidic"); } else if (type == "Barbarian") { hitPoints = 12 + constMod; hitDie = "1d12"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Shields"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod; constST = constMod + proficiency; wisST = wisMod; intST = intMod; chaST = chaMod; equipment.Add("Explorer's Pack"); weapons newweapon; newweapon = new weapons("Javelin X4", proficiency + strMod, "1d6 Piercing"); weapon.Add(newweapon); //newweapon = new weapons("Battleaxe", proficiency + strMod, "1d8 Slashing"); //weapon.Add(newweapon); traits.Add("Rage"); traits.Add("Unarmored Defence"); } else if (type == "Rouge") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); strST = strMod; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod + proficiency; chaST = chaMod; proficiencies.Add("Simple Weapons"); proficiencies.Add("Hand Crossbow"); proficiencies.Add("Longswords"); proficiencies.Add("Rapiers"); proficiencies.Add("Shortswords"); proficiencies.Add("Thieves' Tools"); traits.Add("Sneak Attack"); traits.Add("Expertise"); traits.Add("Thieves Cant"); equipment.Add("Leather Armor"); weapons newweapon; newweapon = new weapons("Dagger X2", proficiency + dexMod, "1d4 Piercing"); weapon.Add(newweapon); } else if (type == "Paladin") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("All Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Chain Mail"); equipment.Add("Holy Symbol"); traits.Add("Lay on Hands"); traits.Add("Divine Sense"); } else if (type == "Monk") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Simple Weapons"); proficiencies.Add("Shortswords"); proficiencies.Add("Artisan's Tools or Musical Instument"); strST = strMod + proficiency; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod; weapons newweapon; newweapon = new weapons("Dart X10", proficiency + dexMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Unarmored Defence"); traits.Add("Martial Arts"); } else if (type == "Bard") { hitDie = "1d8"; hitPoints = 8 + constMod; proficiencies.Add("Light Armor"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Hand Crossbow"); proficiencies.Add("Longswords"); proficiencies.Add("Rapiers"); proficiencies.Add("Shortswords"); proficiencies.Add("Three Musical Instuments"); strST = strMod; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Leather Armor"); weapons newweapon; newweapon = new weapons("Dagger", proficiency + strMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Spellcasting"); traits.Add("Bardic Inspiration"); //choose 3 skills } else if (type == "Wizard") { } else if (type == "Warlock") { } else if (type == "Sorcerer") { } else if (type == "Fighter") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("All Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod; constST = constMod + proficiency; wisST = wisMod; intST = intMod; chaST = chaMod; traits.Add("Fighting Style"); traits.Add("Second Wind"); } else if (type == "Ranger") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod; traits.Add("Favored Enemy"); traits.Add("Natural Explorer"); weapons newweapon; newweapon = new weapons("Longbow", proficiency + dexMod, "1d8 Piercing"); weapon.Add(newweapon); equipment.Add("Arrows X20"); } //BACKGROUND if (background == "Acolyte") { } else if (background == "Charlatan") { } else if (background == "Criminal") { } else if (background == "Entertainer") { } else if (background == "Folk Hero") { } else if (background == "Gladiator") { } else if (background == "Guild Merchant") { } else if (background == "Hermit") { } else if (background == "Knight") { } else if (background == "Noble ") { } else if (background == "Outlander") { } else if (background == "Pirate") { } else if (background == "Sage") { } else if (background == "Sailor") { } else if (background == "Soldier") { } else if (background == "Urchin") { } // abiility modifiers #region strMOD switch (strength) { case 4: strMod = -3; break; case 5: strMod = -3; break; case 6: strMod = -2; break; case 7: strMod = -2; break; case 8: strMod = -1; break; case 9: strMod = -1; break; case 10: strMod = 0; break; case 11: strMod = 0; break; case 12: strMod = 1; break; case 13: strMod = 1; break; case 14: strMod = 2; break; case 15: strMod = 2; break; case 16: strMod = 3; break; case 17: strMod = 3; break; case 18: strMod = 4; break; case 19: strMod = 4; break; case 20: strMod = 5; break; case 21: strMod = 5; break; case 22: strMod = 6; break; case 23: strMod = 6; break; case 24: strMod = 7; break; } #endregion #region dexMOD switch (dexterity) { case 4: dexMod = -3; break; case 5: dexMod = -3; break; case 6: dexMod = -2; break; case 7: dexMod = -2; break; case 8: dexMod = -1; break; case 9: dexMod = -1; break; case 10: dexMod = 0; break; case 11: dexMod = 0; break; case 12: dexMod = 1; break; case 13: dexMod = 1; break; case 14: dexMod = 2; break; case 15: dexMod = 2; break; case 16: dexMod = 3; break; case 17: dexMod = 3; break; case 18: dexMod = 4; break; case 19: dexMod = 4; break; case 20: dexMod = 5; break; case 21: dexMod = 5; break; case 22: dexMod = 6; break; case 23: dexMod = 6; break; case 24: dexMod = 7; break; } #endregion #region conMOD switch (constitution) { case 4: constMod = -3; break; case 5: constMod = -3; break; case 6: constMod = -2; break; case 7: constMod = -2; break; case 8: constMod = -1; break; case 9: constMod = -1; break; case 10: constMod = 0; break; case 11: constMod = 0; break; case 12: constMod = 1; break; case 13: constMod = 1; break; case 14: constMod = 2; break; case 15: constMod = 2; break; case 16: constMod = 3; break; case 17: constMod = 3; break; case 18: constMod = 4; break; case 19: constMod = 4; break; case 20: constMod = 5; break; case 21: constMod = 5; break; case 22: constMod = 6; break; case 23: constMod = 6; break; case 24: constMod = 7; break; } #endregion #region intMOD switch (inteligence) { case 4: intMod = -3; break; case 5: intMod = -3; break; case 6: intMod = -2; break; case 7: intMod = -2; break; case 8: intMod = -1; break; case 9: intMod = -1; break; case 10: intMod = 0; break; case 11: intMod = 0; break; case 12: intMod = 1; break; case 13: intMod = 1; break; case 14: intMod = 2; break; case 15: intMod = 2; break; case 16: intMod = 3; break; case 17: intMod = 3; break; case 18: intMod = 4; break; case 19: intMod = 4; break; case 20: intMod = 5; break; case 21: intMod = 5; break; case 22: intMod = 6; break; case 23: intMod = 6; break; case 24: intMod = 7; break; } #endregion #region wisMOD switch (wisdom) { case 4: wisMod = -3; break; case 5: wisMod = -3; break; case 6: wisMod = -2; break; case 7: wisMod = -2; break; case 8: wisMod = -1; break; case 9: wisMod = -1; break; case 10: wisMod = 0; break; case 11: wisMod = 0; break; case 12: wisMod = 1; break; case 13: wisMod = 1; break; case 14: wisMod = 2; break; case 15: wisMod = 2; break; case 16: wisMod = 3; break; case 17: wisMod = 3; break; case 18: wisMod = 4; break; case 19: wisMod = 4; break; case 20: wisMod = 5; break; case 21: wisMod = 5; break; case 22: wisMod = 6; break; case 23: wisMod = 6; break; case 24: wisMod = 7; break; } #endregion #region chaMOD switch (charisma) { case 4: chaMod = -3; break; case 5: chaMod = -3; break; case 6: chaMod = -2; break; case 7: chaMod = -2; break; case 8: chaMod = -1; break; case 9: chaMod = -1; break; case 10: chaMod = 0; break; case 11: chaMod = 0; break; case 12: chaMod = 1; break; case 13: chaMod = 1; break; case 14: chaMod = 2; break; case 15: chaMod = 2; break; case 16: chaMod = 3; break; case 17: chaMod = 3; break; case 18: chaMod = 4; break; case 19: chaMod = 4; break; case 20: chaMod = 5; break; case 21: chaMod = 5; break; case 22: chaMod = 6; break; case 23: chaMod = 6; break; case 24: chaMod = 7; break; } #endregion }
public Character(string _name, string _race, string _type, string _background, int _strST, int _dexST, int _constST, int _intST, int _wisST, int _chaST, int _proficiency, int _strength, int _dexterity, int _constitution, int _inteligence, int _wisdom, int _charisma, int _armorClass, int _speed, int _hitPoints, string _hitDie, int _strMod, int _dexMod, int _constMod, int _intMod, int _wisMod, int _chaMod, List <string> _skills, List <string> _languages, List <string> _proficiencies, List <string> _equipment, List <string> _traits, List <weapons> _weapon) { name = _name; race = _race; type = _type; background = _background; strength = _strength; dexterity = _dexterity; constitution = _constitution; inteligence = _inteligence; wisdom = _wisdom; charisma = _charisma; armorClass = _armorClass; speed = _speed; hitPoints = _hitPoints; hitDie = _hitDie; skills = _skills; equipment = _equipment; languages = _languages; proficiencies = _proficiencies; traits = _traits; weapon = _weapon; strMod = _strMod; dexMod = _dexMod; constMod = _constMod; intMod = _intMod; wisMod = _wisMod; chaMod = _chaMod; proficiency = _proficiency; strST = _strST; dexST = _dexST; constST = _constST; intST = _intST; wisST = _wisST; chaST = _chaST; //RACES if (race == "Half-Elf") { charisma = charisma + 2; //TODO: add in the function of choosing 2 ability scores speed = 30; traits.Add("Darkvision"); traits.Add("Fey Ancestry"); proficiencies.Add("Skill Versatility"); //TODO: add in the function of choosing 2 skills languages.Add("Common"); languages.Add("Elvish"); languages.Add("One Extra"); } else if (race == "Half-Orc") { strength = strength + 2; constitution = constitution + 1; speed = 30; traits.Add("Darkvision"); traits.Add("Menacing"); traits.Add("Relentless Endurance"); traits.Add("Savage Attacks"); languages.Add("Common"); languages.Add("Orc"); skills.Add("Intimidation"); } else if (race == "High Elf") { dexterity = dexterity + 2; inteligence = inteligence + 1; traits.Add("Elf Weapon Training"); proficiencies.Add("Longsword"); proficiencies.Add("Shortsword"); proficiencies.Add("Shortbow"); proficiencies.Add("Longbow"); traits.Add("Extra Cantrip"); speed = 30; traits.Add("Darkvision"); traits.Add("Keen Senses"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); languages.Add("One Extra"); skills.Add("Perception"); } else if (race == "Wood Elf") { dexterity = dexterity + 2; wisdom = wisdom + 1; proficiencies.Add("Elf Weapon Training"); proficiencies.Add("Longsword"); proficiencies.Add("Shortsword"); proficiencies.Add("Shortbow"); proficiencies.Add("Longbow"); traits.Add("Fleet Footed"); traits.Add("Mask of the Wild"); speed = 35; traits.Add("Darkvision"); traits.Add("Keen Senses"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); skills.Add("Perception"); } else if (race == "Dark Elf") { dexterity = dexterity + 2; charisma = charisma + 1; traits.Add("Drow Weapon Training"); proficiencies.Add("Rapier"); proficiencies.Add("Shortsword"); proficiencies.Add("Hand Crossbow"); traits.Add("Drow Magic"); traits.Add("Sunlight Sensitivity"); speed = 35; traits.Add("Superior Darkvision"); traits.Add("Keen Senses"); skills.Add("Perception"); traits.Add("Fey Ancestry"); traits.Add("Trance"); languages.Add("Common"); languages.Add("Elvish"); } else if (race == "Hill Dwarf") { constitution = constitution + 2; wisdom = wisdom + 1; traits.Add("Dwarven Toughness"); speed = 25; traits.Add("Darkvision"); traits.Add("Dwarven Resilience"); traits.Add("Dwarven Combat Training"); proficiencies.Add("Battleaxe"); proficiencies.Add("Handaxe"); proficiencies.Add("Light Hammer"); proficiencies.Add("Warhammer"); traits.Add("Stonecutting"); traits.Add("Artisan Tool Proficiency"); languages.Add("Common"); languages.Add("Dwarvish"); } else if (race == "Mountain Dwarf") { constitution = constitution + 2; strength = strength + 2; traits.Add("Dwarven Armor Training"); proficiencies.Add("Medium Armor"); proficiencies.Add("Light Armor"); speed = 25; traits.Add("Darkvision"); traits.Add("Dwarven Resilience"); traits.Add("Dwarven Combat Training"); proficiencies.Add("Battleaxe"); proficiencies.Add("Handaxe"); proficiencies.Add("Light Hammer"); proficiencies.Add("Warhammer"); traits.Add("Stonecutting"); traits.Add("Artisan Tool Proficiency"); languages.Add("Common"); languages.Add("Dwarvish"); } else if (race == "Human") { strength = strength + 1; dexterity = dexterity + 1; constitution = constitution + 1; inteligence = inteligence + 1; wisdom = wisdom + 1; charisma = charisma + 1; speed = 30; languages.Add("Common"); languages.Add("One Extra"); } else if (race == "Tiefling") { inteligence = inteligence + 1; charisma = charisma + 2; speed = 30; traits.Add("Darkvision"); traits.Add("Hellish Resistance"); traits.Add("Infernal Legacy"); languages.Add("Common"); languages.Add("Infernal"); } else if (race == "Lightfoot Halfling") { dexterity = dexterity + 2; charisma = charisma + 1; traits.Add("Naturally Stealthy"); speed = 25; traits.Add("Lucky"); traits.Add("Brave"); traits.Add("Halfling Nimbleness"); languages.Add("Common"); languages.Add("Halfling"); } else if (race == "Stout Halfling") { dexterity = dexterity + 2; constitution = constitution + 1; traits.Add("Stout Resilience"); speed = 25; traits.Add("Lucky"); traits.Add("Brave"); traits.Add("Halfling Nimbleness"); languages.Add("Common"); languages.Add("Halfling"); } else if (race == "Dragonborn") { strength = strength + 2; charisma = charisma + 1; speed = 30; traits.Add("Dragonic Ancestry"); traits.Add("Breath Weapon"); traits.Add("Damage Resistance"); languages.Add("Common"); languages.Add("Dragonic"); } else if (race == "Forest Gnome") { inteligence = inteligence + 2; dexterity = dexterity + 1; traits.Add("Natural Illusionist"); traits.Add("Speak with Small Beasts"); speed = 25; traits.Add("Darkvision"); traits.Add("Gnome Cunning"); languages.Add("Common"); languages.Add("Gnomish"); } else if (race == "Rock Gnome") { inteligence = inteligence + 2; constitution = constitution + 1; traits.Add("Artificer's Lore"); traits.Add("Tinker"); speed = 25; traits.Add("Darkvision"); traits.Add("Gnome Cunning"); languages.Add("Common"); languages.Add("Gnomish"); } //CLASSES //TODO: Come back for skill choice if (type == "Cleric") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Shield"); equipment.Add("Holy Symbol"); traits.Add("Spellcasting"); traits.Add("Devine Domain"); } else if (type == "Druid") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Clubs"); proficiencies.Add("Daggers"); proficiencies.Add("Darts"); proficiencies.Add("Javelins"); proficiencies.Add("Maces"); proficiencies.Add("Quarterstaffs"); proficiencies.Add("Scimitars"); proficiencies.Add("Sickles"); proficiencies.Add("Slings"); proficiencies.Add("Spears"); proficiencies.Add("Herbalism Kits"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod + proficiency; chaST = chaMod; equipment.Add("Leather Armor"); equipment.Add("Druidic Focus"); equipment.Add("Explorer's Pack"); traits.Add("Spellcasting"); traits.Add("Druidic"); } else if (type == "Barbarian") { hitPoints = 12 + constMod; hitDie = "1d12"; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Shields"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod; constST = constMod + proficiency; wisST = wisMod; intST = intMod; chaST = chaMod; equipment.Add("Explorer's Pack"); weapons newweapon; newweapon = new weapons("Javelin X4", proficiency + strMod, "1d6 Piercing"); weapon.Add(newweapon); //newweapon = new weapons("Battleaxe", proficiency + strMod, "1d8 Slashing"); //weapon.Add(newweapon); traits.Add("Rage"); traits.Add("Unarmored Defence"); } else if (type == "Rouge") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Light Armor"); strST = strMod; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod + proficiency; chaST = chaMod; proficiencies.Add("Simple Weapons"); proficiencies.Add("Hand Crossbow"); proficiencies.Add("Longswords"); proficiencies.Add("Rapiers"); proficiencies.Add("Shortswords"); proficiencies.Add("Thieves' Tools"); traits.Add("Sneak Attack"); traits.Add("Expertise"); traits.Add("Thieves Cant"); equipment.Add("Leather Armor"); weapons newweapon; newweapon = new weapons("Dagger X2", proficiency + dexMod, "1d4 Piercing"); weapon.Add(newweapon); } else if (type == "Paladin") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("All Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Chain Mail"); equipment.Add("Holy Symbol"); traits.Add("Lay on Hands"); traits.Add("Divine Sense"); } else if (type == "Monk") { hitPoints = 8 + constMod; hitDie = "1d8"; proficiencies.Add("Simple Weapons"); proficiencies.Add("Shortswords"); proficiencies.Add("Artisan's Tools or Musical Instument"); strST = strMod + proficiency; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod; weapons newweapon; newweapon = new weapons("Dart X10", proficiency + dexMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Unarmored Defence"); traits.Add("Martial Arts"); } else if (type == "Bard") { hitDie = "1d8"; hitPoints = 8 + constMod; proficiencies.Add("Light Armor"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Hand Crossbow"); proficiencies.Add("Longswords"); proficiencies.Add("Rapiers"); proficiencies.Add("Shortswords"); proficiencies.Add("Three Musical Instuments"); strST = strMod; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Leather Armor"); weapons newweapon; newweapon = new weapons("Dagger", proficiency + strMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Spellcasting"); traits.Add("Bardic Inspiration"); //choose 3 skills } else if (type == "Wizard") { hitDie = "1d6"; hitPoints = 6 + constMod; proficiencies.Add("Daggers"); proficiencies.Add("Darts"); proficiencies.Add("Slings"); proficiencies.Add("Quarterstaffs"); proficiencies.Add("Light Crossbows"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod + proficiency; chaST = chaMod; equipment.Add("Spellbook"); } else if (type == "Warlock") { hitDie = "1d8"; hitPoints = 8 + constMod; proficiencies.Add("Light Armor"); proficiencies.Add("Simple Weapons"); strST = strMod; dexST = dexMod; constST = constMod; wisST = wisMod + proficiency; intST = intMod; chaST = chaMod + proficiency; equipment.Add("Leather Armor"); weapons newweapon; newweapon = new weapons("Dagger X2", proficiency + strMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Otherworldly Patron"); traits.Add("Pact Magic"); } else if (type == "Sorcerer") { hitDie = "1d6"; hitPoints = 6 + constMod; proficiencies.Add("Daggers"); proficiencies.Add("Darts"); proficiencies.Add("Slings"); proficiencies.Add("Quarterstaffs"); proficiencies.Add("Light Crossbows"); strST = strMod; dexST = dexMod; constST = constMod + proficiency; wisST = wisMod; intST = intMod; chaST = chaMod + proficiency; weapons newweapon; newweapon = new weapons("Dagger X2", proficiency + strMod, "1d4 Piercing"); weapon.Add(newweapon); traits.Add("Spellcasting"); traits.Add("Sorcerous Origin"); } else if (type == "Fighter") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("All Armor"); proficiencies.Add("Sheilds"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod; constST = constMod + proficiency; wisST = wisMod; intST = intMod; chaST = chaMod; traits.Add("Fighting Style"); traits.Add("Second Wind"); } else if (type == "Ranger") { hitDie = "1d10"; hitPoints = 10 + constMod; proficiencies.Add("Light Armor"); proficiencies.Add("Medium Armor"); proficiencies.Add("Simple Weapons"); proficiencies.Add("Martial Weapons"); strST = strMod + proficiency; dexST = dexMod + proficiency; constST = constMod; wisST = wisMod; intST = intMod; chaST = chaMod; traits.Add("Favored Enemy"); traits.Add("Natural Explorer"); weapons newweapon; newweapon = new weapons("Longbow", proficiency + dexMod, "1d8 Piercing"); weapon.Add(newweapon); equipment.Add("Arrows X20"); } //BACKGROUND if (background == "Acolyte") { skills.Add("Insight"); skills.Add("Religion"); languages.Add("Two Extra"); equipment.Add("Holy Symbol"); equipment.Add("Prayer book / Prayer Wheel"); equipment.Add("5 sticks of incense"); equipment.Add("Vestments"); equipment.Add("Common Clothes"); equipment.Add("15 Gold"); } else if (background == "Charlatan") { skills.Add("Deception"); skills.Add("Sleight of Hand"); proficiencies.Add("Disguise Kit"); proficiencies.Add("Forgery Kit"); equipment.Add("Fine Clothes"); equipment.Add("Disguise Kit"); equipment.Add("Tools of the Con"); equipment.Add("Weighted Die"); equipment.Add("Marked Cards"); equipment.Add("Signet Ring of a Fake Duke"); equipment.Add("15 Gold"); } else if (background == "Criminal") { skills.Add("Deception"); skills.Add("Stealth"); proficiencies.Add("One Gaming Set"); proficiencies.Add("Thieves' Tools"); equipment.Add("Crowbar"); equipment.Add("Dark common Clothes with a Hood"); equipment.Add("15 Gold"); } else if (background == "Entertainer") { skills.Add("Acrobatics"); skills.Add("Performance"); proficiencies.Add("Disguise Kit"); proficiencies.Add("One Musical Instrument"); equipment.Add("One Musical Instrument"); equipment.Add("The Favor of an Admirer"); equipment.Add("A Costume"); equipment.Add("15 Gold"); } else if (background == "Folk Hero") { skills.Add("Animal Handling"); skills.Add("Survival"); proficiencies.Add("One Type of Artisan's Tools"); proficiencies.Add("Land Vehicles"); equipment.Add("One Type of Artisan's Tools"); equipment.Add("A Shovel"); equipment.Add("An Iron Pot"); equipment.Add("Common Clothes"); equipment.Add("10 Gold"); } else if (background == "Guild Merchant") { skills.Add("Insight"); skills.Add("Persuasion"); proficiencies.Add("One Type of Artisan's Tools"); languages.Add("One Extra"); equipment.Add("One Type of Artisan's Tools"); equipment.Add("A Letter of Introduction"); equipment.Add("Traveler's Clothes"); equipment.Add("15 Gold"); } else if (background == "Hermit") { skills.Add("Medicine"); skills.Add("Religion"); proficiencies.Add("Herbalism Kit"); languages.Add("One Extra"); equipment.Add("A scroll case stuffed with notesfrom your studies or prayer"); equipment.Add("A Winter Blanket"); equipment.Add("Common Clothes"); equipment.Add("Herbalism Kit"); equipment.Add("5 Gold"); } else if (background == "Noble ") { skills.Add("History"); skills.Add("Persuasion"); proficiencies.Add("One Type of Gaming Set"); languages.Add("One Extra"); equipment.Add("A Scroll of Pedigree"); equipment.Add("Signet Ring"); equipment.Add("Fine Clothes"); equipment.Add("One Type of Gaming Set"); equipment.Add("25 Gold"); } else if (background == "Outlander") { skills.Add("Athletics"); skills.Add("Survival"); proficiencies.Add("One Musical Instrument"); languages.Add("One Extra"); equipment.Add("A Staff"); equipment.Add("A Hunting Trap"); equipment.Add("Hunting Trophy"); equipment.Add("Traveler's Clothes"); equipment.Add("10 Gold"); } else if (background == "Sage") { skills.Add("Arcana"); skills.Add("History"); proficiencies.Add("One Musical Instrument"); languages.Add("Two Extra"); equipment.Add("A Bottle of Black ink"); equipment.Add("A Quill"); equipment.Add("A Smalll Knife"); equipment.Add("A Letter From a Dead Friend Posing a Qustion You Have Not Yet Been Able to Answer"); equipment.Add("Common Clothes"); equipment.Add("10 Gold"); } else if (background == "Sailor") { skills.Add("Athletics"); skills.Add("Perception"); proficiencies.Add("Navigator's Tools"); proficiencies.Add("Water Vehicles"); equipment.Add("A Belaying Pin"); equipment.Add("50 Feet of Silk Rope"); equipment.Add("A Lucky Charm"); equipment.Add("Common Clothes"); equipment.Add("10 Gold"); } else if (background == "Soldier") { skills.Add("Athletics"); skills.Add("Intimidation"); proficiencies.Add("One Type of Gaming Set"); proficiencies.Add("Land Vehicles"); equipment.Add("Insigna of Rank"); equipment.Add("A War Trophy"); equipment.Add("Bone Die"); equipment.Add("Common Clothes"); equipment.Add("10 Gold"); } else if (background == "Urchin") { skills.Add("Sleight of Hand"); skills.Add("Stealth"); proficiencies.Add("Disguise Kit"); proficiencies.Add("Thieves' Tools"); equipment.Add("Small Knife"); equipment.Add("Home City Map"); equipment.Add("A Pet Mouse"); equipment.Add("Common Clothes"); equipment.Add("A Token to Remember Your Parents By"); equipment.Add("10 Gold"); } // abiility modifiers #region strMOD switch (strength) { case 4: strMod = -3; break; case 5: strMod = -3; break; case 6: strMod = -2; break; case 7: strMod = -2; break; case 8: strMod = -1; break; case 9: strMod = -1; break; case 10: strMod = 0; break; case 11: strMod = 0; break; case 12: strMod = 1; break; case 13: strMod = 1; break; case 14: strMod = 2; break; case 15: strMod = 2; break; case 16: strMod = 3; break; case 17: strMod = 3; break; case 18: strMod = 4; break; case 19: strMod = 4; break; case 20: strMod = 5; break; case 21: strMod = 5; break; case 22: strMod = 6; break; case 23: strMod = 6; break; case 24: strMod = 7; break; } #endregion #region dexMOD switch (dexterity) { case 4: dexMod = -3; break; case 5: dexMod = -3; break; case 6: dexMod = -2; break; case 7: dexMod = -2; break; case 8: dexMod = -1; break; case 9: dexMod = -1; break; case 10: dexMod = 0; break; case 11: dexMod = 0; break; case 12: dexMod = 1; break; case 13: dexMod = 1; break; case 14: dexMod = 2; break; case 15: dexMod = 2; break; case 16: dexMod = 3; break; case 17: dexMod = 3; break; case 18: dexMod = 4; break; case 19: dexMod = 4; break; case 20: dexMod = 5; break; case 21: dexMod = 5; break; case 22: dexMod = 6; break; case 23: dexMod = 6; break; case 24: dexMod = 7; break; } #endregion #region conMOD switch (constitution) { case 4: constMod = -3; break; case 5: constMod = -3; break; case 6: constMod = -2; break; case 7: constMod = -2; break; case 8: constMod = -1; break; case 9: constMod = -1; break; case 10: constMod = 0; break; case 11: constMod = 0; break; case 12: constMod = 1; break; case 13: constMod = 1; break; case 14: constMod = 2; break; case 15: constMod = 2; break; case 16: constMod = 3; break; case 17: constMod = 3; break; case 18: constMod = 4; break; case 19: constMod = 4; break; case 20: constMod = 5; break; case 21: constMod = 5; break; case 22: constMod = 6; break; case 23: constMod = 6; break; case 24: constMod = 7; break; } #endregion #region intMOD switch (inteligence) { case 4: intMod = -3; break; case 5: intMod = -3; break; case 6: intMod = -2; break; case 7: intMod = -2; break; case 8: intMod = -1; break; case 9: intMod = -1; break; case 10: intMod = 0; break; case 11: intMod = 0; break; case 12: intMod = 1; break; case 13: intMod = 1; break; case 14: intMod = 2; break; case 15: intMod = 2; break; case 16: intMod = 3; break; case 17: intMod = 3; break; case 18: intMod = 4; break; case 19: intMod = 4; break; case 20: intMod = 5; break; case 21: intMod = 5; break; case 22: intMod = 6; break; case 23: intMod = 6; break; case 24: intMod = 7; break; } #endregion #region wisMOD switch (wisdom) { case 4: wisMod = -3; break; case 5: wisMod = -3; break; case 6: wisMod = -2; break; case 7: wisMod = -2; break; case 8: wisMod = -1; break; case 9: wisMod = -1; break; case 10: wisMod = 0; break; case 11: wisMod = 0; break; case 12: wisMod = 1; break; case 13: wisMod = 1; break; case 14: wisMod = 2; break; case 15: wisMod = 2; break; case 16: wisMod = 3; break; case 17: wisMod = 3; break; case 18: wisMod = 4; break; case 19: wisMod = 4; break; case 20: wisMod = 5; break; case 21: wisMod = 5; break; case 22: wisMod = 6; break; case 23: wisMod = 6; break; case 24: wisMod = 7; break; } #endregion #region chaMOD switch (charisma) { case 4: chaMod = -3; break; case 5: chaMod = -3; break; case 6: chaMod = -2; break; case 7: chaMod = -2; break; case 8: chaMod = -1; break; case 9: chaMod = -1; break; case 10: chaMod = 0; break; case 11: chaMod = 0; break; case 12: chaMod = 1; break; case 13: chaMod = 1; break; case 14: chaMod = 2; break; case 15: chaMod = 2; break; case 16: chaMod = 3; break; case 17: chaMod = 3; break; case 18: chaMod = 4; break; case 19: chaMod = 4; break; case 20: chaMod = 5; break; case 21: chaMod = 5; break; case 22: chaMod = 6; break; case 23: chaMod = 6; break; case 24: chaMod = 7; break; } #endregion }