string ResolveSpeedComparison(Bod b1, Bod b2, out Bod first, out Bod second, int spBonus1 = 0, int spBonus2 = 0) { int sp1 = RVCalc.RollD20(b1.agility + b1.fighting + spBonus1); int sp2 = RVCalc.RollD20(b2.agility + b2.fighting + spBonus2); string finalText = b1.name + "'s speed: " + sp1 + " vs. " + b2.name + "'s speed: " + sp2; if (sp1 > sp2) { first = b1; second = b2; } else if (sp2 > sp1) { first = b2; second = b1; } else // sp1 == sp2 { if (RVCalc.GetVal(1, 2) == 1) { finalText += "\nTie break: " + b1.name; first = b1; second = b2; } else { finalText += "\nTie break: " + b2.name; first = b2; second = b1; } } return(finalText); }
public PersonalityType GetRandomPersonalityType() { int val = RVCalc.GetVal(1, 4); switch (val) { case 1: return(PersonalityType.RESOLUTE); case 2: return(PersonalityType.RECKLESS); case 3: return(PersonalityType.QUIRKY); case 4: return(PersonalityType.OBSERVANT); default: return(PersonalityType.NONE); } }