public Patient(Biography biography = null, Physical body = null, Mental mind = null) { Biography = biography ?? new Biography(); Body = body ?? new Physical(); Mind = mind ?? new Mental(); AccessPoints = new AccessPoints(); Flags = new PatientFlags(); //_randomSeed = MagicRandomStaticThingy; }
public Personnage(string nom) { this.agilite = random.Next(6, 15); this.chance = random.Next(6, 15); this.force = random.Next(6, 15); this.endurance = random.Next(6, 15); this.etatSante = "ok"; this.pointDeVieMaximum = random.Next(6, 15); this.pointDeVie = pointDeVieMaximum; this.peuple = (Peuple)random.Next(0, 8); this.classe = (Class)random.Next(0, 3); this.mentalite = (Mental)random.Next(0, 2); this.nom = nom; }
public Personnage(int agilite, int chance, int force, int endurance, int pointDeVieMaximum, Peuple peuple, Class classe, Mental mentalite, string nom) { this.agilite = agilite; this.chance = chance; this.force = force; this.endurance = endurance; this.etatSante = "ok"; this.pointDeVieMaximum = pointDeVieMaximum; this.pointDeVie = pointDeVieMaximum; this.peuple = peuple; this.classe = classe; this.mentalite = mentalite; this.nom = nom; }
private void RarityInit() { _rarities.Clear(); _dynamicRaritiesColor.Clear(); _usesDiscoRGB.Clear(); _isFixedRarity.Clear(); _rarities.Add(-11, RarityAmber); _rarities.Add(-1, new Color(34, 66, 0)); //grey _rarities.Add(1, new Color(187, 238, 155)); //snakeskin light 2 _dynamicRaritiesColor.Add(1, new Color(238, 209, 154)); //snakeskin light _rarities.Add(2, new Color(75, 198, 14)); //toxic light _dynamicRaritiesColor.Add(2, new Color(14, 198, 78)); //toxic light 2 _rarities.Add(3, new Color(148, 95, 0)); //ant light _dynamicRaritiesColor.Add(3, new Color(148, 124, 3)); //ant light 2 _rarities.Add(4, new Color(0, 255, 136)); //light turquoise _dynamicRaritiesColor.Add(4, new Color(0, 255, 213)); //light blue _rarities.Add(5, new Color(255, 253, 0)); //Yellow _dynamicRaritiesColor.Add(5, new Color(255, 0, 0)); //Red _rarities.Add(6, new Color(31, 63, 208)); //light blue 2 _dynamicRaritiesColor.Add(6, new Color(31, 165, 208)); //light blue _rarities.Add(7, new Color(107, 134, 55)); //yellow green _dynamicRaritiesColor.Add(7, new Color(46, 255, 0)); //light green _rarities.Add(8, new Color(255, 109, 0)); //light orange _dynamicRaritiesColor.Add(8, new Color(157, 255, 0)); //light green _rarities.Add(9, new Color(255, 0, 136)); //bright pink _dynamicRaritiesColor.Add(9, new Color(198, 0, 255)); //bright purple _rarities.Add(10, new Color(255, 239, 0)); //dark teal _dynamicRaritiesColor.Add(10, new Color(0, 255, 201)); //light teal _rarities.Add(11, new Color(69, 239, 112)); //green cyan _dynamicRaritiesColor.Add(11, new Color(69, 239, 197)); //blue cyan DarkBlue db = new DarkBlue(); db.Load(); FieryOrange fo = new FieryOrange(); fo.Load(); VoidPurple vp = new VoidPurple(); vp.Load(); GalacticRainbow gr = new GalacticRainbow(); gr.Load(); Mental mt = new Mental(); mt.Load(); bool foundHighest = false; for (int i = 11; foundHighest == false; i++) { foundHighest = true; if (_rarities.ContainsKey(i)) { foundHighest = false; } if (_dynamicRaritiesColor.ContainsKey(i)) { foundHighest = false; } if (_usesDiscoRGB.Contains(i)) { foundHighest = false; } MaxRarity = i - 1; } }