private void CreateNewCharacterSet(ModGlobalsDefinition.PlayerCharacterSet set) { Console.WriteLine("Enter the character set display name: "); string value = Console.ReadLine().Trim(); set.DisplayName = value.Substring(0, Math.Max(0, value.Length)); set.Name = GetStringId("Enter the character set name (stringid): "); set.RandomChance = GetFloatFromUser("Enter the random chance (float): "); set.Characters = new List <ModGlobalsDefinition.PlayerCharacterSet.PlayerCharacter>(); }
private void CreateNewPlayerCharacter(ModGlobalsDefinition.PlayerCharacterSet set) { ModGlobalsDefinition.PlayerCharacterSet.PlayerCharacter character = new ModGlobalsDefinition.PlayerCharacterSet.PlayerCharacter(); Console.WriteLine("Enter the character display name: "); string value = Console.ReadLine().Trim(); character.DisplayName = value.Substring(0, Math.Max(0, value.Length)); character.Name = GetStringId("Enter the character name (stringid): "); character.RandomChance = GetFloatFromUser("Enter the random chance (float): "); set.Characters.Add(character); }
public override object Execute(List <string> args) { if (args.Count != 0) { return(false); } OpenGlobalTags(); // // Wizard to set up a new playable character // SectionBreak(); Console.Write("Create new campaign representation? [y/n] "); var answer = Console.ReadLine().ToLower(); if (answer.Length == 0 || !(answer.StartsWith("y") || answer.StartsWith("n"))) { return(false); } if (answer.StartsWith("y")) { CreatePlayerRepresentation(); SectionBreak(); } Console.Write("Create new multiplayer representation? [y/n] "); answer = Console.ReadLine().ToLower(); if (answer.Length == 0 || !(answer.StartsWith("y") || answer.StartsWith("n"))) { return(false); } if (answer.StartsWith("y")) { CreatePlayerRepresentation(); SectionBreak(); } Console.Write("Create new character type? [y/n] "); answer = Console.ReadLine().ToLower(); if (answer.Length == 0 || !(answer.StartsWith("y") || answer.StartsWith("n"))) { return(false); } if (answer.StartsWith("y")) { CreateNewCharacterType(); SectionBreak(); } int setIndex = GetIntFromUser("Enter the character set index (-1 for new block): "); ModGlobalsDefinition.PlayerCharacterSet current_set; if (setIndex == -1) { current_set = new ModGlobalsDefinition.PlayerCharacterSet(); CreateNewCharacterSet(current_set); ModGlobals.PlayerCharacterSets.Add(current_set); } else { current_set = ModGlobals.PlayerCharacterSets[setIndex]; } CreateNewPlayerCharacter(current_set); SectionBreak(); Console.WriteLine("Done!"); SaveTags(); return(true); }