/// <summary> /// Setup a new sheet for the player. If you want to randomize it set the last parameter to true and the others to 0s. /// </summary> /// <param name="client"></param> /// <param name="strength"></param> /// <param name="intelligence"></param> /// <param name="endurance"></param> /// <param name="charisma"></param> /// <param name="randomize"></param> /// <returns></returns> public static TalentScoresheet SetupNewSheet(Client client, int strength, int intelligence, int endurance, int charisma, bool randomize = false, bool save = true) { TalentScoresheet sheet = new TalentScoresheet(client); if (randomize) { sheet.Strength = GenerateModifier(); sheet.Intelligence = GenerateModifier(); sheet.Endurance = GenerateModifier(); sheet.Charisma = GenerateModifier(); } else { sheet.Strength = strength; sheet.Intelligence = intelligence; sheet.Endurance = endurance; sheet.Charisma = charisma; } if (save) { sheet.SaveScoresheet(); } return(sheet); }
public void SaveTalentSheet(Client client) { if (Settings.DisableCommands) { return; } if (!client.HasData("TalentScoresheet")) { return; } TalentScoresheet sheet = client.GetData("TalentScoresheet") as TalentScoresheet; sheet.SaveScoresheet(); client.SendChatMessage("[Talent] Saved. Use /checksheet"); }
public void OnPlayerSpawn(Client client) { // Load player sheets. if (!Settings.LoadSheetsOnJoin) { return; } // Create a new sheet for the client. TalentScoresheet sheet = new TalentScoresheet(client); if (!Settings.AssignRandomStats) { return; } // Setup randomized stats for the player and save it to the database. sheet.Charisma = CharacterGen.GenerateModifier(); sheet.Strength = CharacterGen.GenerateModifier(); sheet.Intelligence = CharacterGen.GenerateModifier(); sheet.Endurance = CharacterGen.GenerateModifier(); sheet.SaveScoresheet(); }