void GenerateTraits() { //Generate Traits for (int i = 0; i < StartingAmountOfTraits; i++) { BaseTrait _tempTrait = TraitManager.GetRandomTrait(); //Check if trait already added if so make the for look go once more to compencate if (!Traits.Contains(_tempTrait)) { Traits.Add(_tempTrait); int[] _TraitEffects = _tempTrait.GetTraitEffectedStats(); for (int j = 0; j < _TraitEffects.Length; j++) { Debug.Log(_TraitEffects[j]); if (_TraitEffects[j] != 0) //reson this is 0 is to see if value has been changed { if (j == 0) { PlayerOpinion += _TraitEffects[j]; } else if (j == 1) { Strength += _TraitEffects[j]; } else if (j == 2) { Agility += _TraitEffects[j]; } else if (j == 3) { Inteligence += _TraitEffects[j]; } else if (j == 4) { Charisma += _TraitEffects[j]; } else if (j == 5) { Cunning += _TraitEffects[j]; } } } } else { i--; Debug.Log("Trait already Added, Generating a new one"); } } }