private static int CalculateCombatStat(int classBaseValue, int firstAbilityStat, int secondAbilityStat, int thirdAbilityStat, int characterLevel) { AbilityStat a = new AbilityStat(); int[] abilityStats = { firstAbilityStat, secondAbilityStat, thirdAbilityStat }; Array.Sort(abilityStats); int combatStat = classBaseValue + a.CalculateModifierWithLevel(abilityStats[1], characterLevel); return(combatStat); }
public int CalculateHitPoints(int constitution, int characterLevel) { AbilityStat a = Factory.CreateAbilityStat(); // TODO: Add lookup for base value and multiplier for Hit Points int baseValue = 6; // default value for sorcerer - will need to look up against class int levelMultiplier = characterLevel + 2; // Only correct up to level 4 - will need to look up against class and level int hitPoints = (baseValue + a.CalculateModifier(constitution)) * levelMultiplier; return(hitPoints); }