private Monster CreateArchetypedMonster(int monsterMinLevel, int monsterMaxLevel) { var newMonster = new Monster(); var targetMonsterLevel = _dice.Random(monsterMinLevel, monsterMaxLevel); var modifierMinimum = 0; var modifierMaximum = 0; bool targetMonsterHasModifier = _dice.Random(1, 3) == 1; // 1/3 chance of having a modifier if (targetMonsterHasModifier) { modifierMinimum = monsterModifiers.Select(x => x.LevelModifier.GetMinimumValue()).OrderBy(x => x).First(); modifierMaximum = monsterModifiers.Select(x => x.LevelModifier.GetMaximumValue()).OrderByDescending(x => x).First(); } int targetMonsterMaxLevel = Math.Max(1, targetMonsterLevel - modifierMinimum); int targetMonsterMinLevel = Math.Max(1, targetMonsterLevel - modifierMaximum); var archetype = ChooseArchetypeInLevelRange(targetMonsterMinLevel, targetMonsterMaxLevel); // We now have the archetype. Figure out what level it's going to be int monsterLevel = _dice.Random(archetype.Level.MinValue, archetype.Level.MaxValue); if (targetMonsterHasModifier) { // If we're going to have a modifier, start applying random modifiers until we get a monster in our level range. var modifier = ChooseModifierInLevelRange(monsterMinLevel - monsterLevel, monsterMaxLevel - monsterLevel); monsterLevel += _dice.Roll(modifier.LevelModifier); newMonster.Name = modifier.Prefix + " " + archetype.Name; } else { // Otherwise, force the monster to be within our level range if the randomly generated level is out of range. newMonster.Name = archetype.Name; } newMonster.Level = Math.Max(Math.Min(monsterLevel, monsterMaxLevel), monsterMinLevel); newMonster.SetBareHandsAttackName(archetype.AttackName); return newMonster; }