public ActionResult CyberneticSeed(int id) { Cybernetics cyber = new Cybernetics(); Modifier mod = new Modifier(); mod.ResistRadiation = 80; mod.Intelligence = 2; mod.ResistGasDR = 70; mod.Strength = 1; mod.Endurance = 1; mod.Agility = -1; mod.ArmorClass = 5; ArmorResistance res = new ArmorResistance(); //Normal res = new ArmorResistance(); res.Threshold = 3; res.Resistance = 20; res.ResistanceType = ResistType.Normal; mod.ArmorResists.Add(res); //Laser res = new ArmorResistance(); res.Threshold = 1; res.Resistance = 10; res.ResistanceType = ResistType.Laser; mod.ArmorResists.Add(res); //Fire res = new ArmorResistance(); res.Threshold = 1; res.Resistance = 10; res.ResistanceType = ResistType.Fire; mod.ArmorResists.Add(res); //Plasma res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 5; res.ResistanceType = ResistType.Plasma; mod.ArmorResists.Add(res); //Explosion res = new ArmorResistance(); res.Threshold = 5; res.Resistance = 25; res.ResistanceType = ResistType.Explosion; mod.ArmorResists.Add(res); SkillModifier skill = new SkillModifier(); skill.Skill = "Small Guns"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Big Guns"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Energy Weapons"; skill.Value = 10; mod.Skill.Add(skill); skill = new SkillModifier(); skill.Skill = "Throwing"; skill.Value = 10; mod.Skill.Add(skill); cyber.StaticMods = mod; Character character = db.Characters.Find(id); character.Cybernetics = cyber; db.SaveChanges(); return RedirectToAction("Character", new { id = id }); }
// // GET: /Game/ArmorSeed public ActionResult ArmorSeed(int id) { Character character = db.Characters.Find(id); Armor armor = new Armor(); Modifier mod = new Modifier(); ArmorResistance res = new ArmorResistance(); armor.Name = "Leather Armor"; armor.Description = "A shirt made of leather and padded for extra protection."; armor.Value = 700; armor.Weight = 8; armor.SlotType = ArmorSlot.Body; mod = new Modifier(); mod.ArmorClass = 15; //Normal res = new ArmorResistance(); res.Threshold = 2; res.Resistance = 25; res.ResistanceType = ResistType.Normal; mod.ArmorResists.Add(res); //Laser res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 20; res.ResistanceType = ResistType.Laser; mod.ArmorResists.Add(res); //Fire res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 20; res.ResistanceType = ResistType.Fire; mod.ArmorResists.Add(res); //Plasma res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 10; res.ResistanceType = ResistType.Plasma; mod.ArmorResists.Add(res); //Explosion res = new ArmorResistance(); res.Threshold = 0; res.Resistance = 20; res.ResistanceType = ResistType.Explosion; mod.ArmorResists.Add(res); armor.Mod = mod; character.Gear.Add(armor); armor = new Armor(); mod = new Modifier(); res = new ArmorResistance(); armor.Name = "Football Padding"; armor.Description = "Football Padding"; armor.Value = 1000; armor.Weight = 15; armor.SlotType = ArmorSlot.Body; mod = new Modifier(); mod.ArmorClass = 15; //Normal res = new ArmorResistance(); res.Threshold = 2; res.Resistance = 25; res.ResistanceType = ResistType.Normal; mod.ArmorResists.Add(res); //Laser res = new ArmorResistance(); res.Threshold = 1; res.Resistance = 25; res.ResistanceType = ResistType.Laser; mod.ArmorResists.Add(res); //Fire res = new ArmorResistance(); res.Threshold = 2; res.Resistance = 25; res.ResistanceType = ResistType.Fire; mod.ArmorResists.Add(res); //Plasma res = new ArmorResistance(); res.Threshold = 5; res.Resistance = 25; res.ResistanceType = ResistType.Plasma; mod.ArmorResists.Add(res); //Explosion res = new ArmorResistance(); res.Threshold = 5; res.Resistance = 20; res.ResistanceType = ResistType.Explosion; mod.ArmorResists.Add(res); armor.Mod = mod; character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "Metal Armor"; //armor.Description = "A jacket of armor made from pieces of scrap metal welded together."; //armor.Value = 1100; //armor.Weight = 35; //armor.SlotType = ArmorSlot.Body; //mod = new Modifier(); //mod.ArmorClass = 10; //mod.ResistNormal.Resistance = 30; //mod.ResistNormal.Threshold = 4; //mod.ResistLaser.Resistance = 75; //mod.ResistLaser.Threshold = 6; //mod.ResistFire.Resistance = 10; //mod.ResistFire.Threshold = 4; //mod.ResistPlasma.Resistance = 20; //mod.ResistPlasma.Threshold = 4; //mod.ResistExplosion.Resistance = 25; //mod.ResistExplosion.Threshold = 4; //armor.Mod = mod; //SkillModifier skillmod = new SkillModifier(); //skillmod.Skill = "Sneak"; //skillmod.Value = -25; //mod.Skill.Add(skillmod); //character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "Leather Cap"; //armor.Description = "A simple cap, made from tanned Brahmin hide."; //armor.Value = 90; //armor.Weight = 0; //armor.SlotType = ArmorSlot.Head; //mod = new Modifier(); //mod.ArmorClass = 3; //mod.ResistNormal.Resistance = 0; //mod.ResistNormal.Threshold = 0; //mod.ResistLaser.Resistance = 0; //mod.ResistLaser.Threshold = 0; //mod.ResistFire.Resistance = 0; //mod.ResistFire.Threshold = 0; //mod.ResistPlasma.Resistance = 0; //mod.ResistPlasma.Threshold = 0; //mod.ResistExplosion.Resistance = 0; //mod.ResistExplosion.Threshold = 0; //armor.Mod = mod; //character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "Combat Helmet"; //armor.Description = "Part of a suit of combat armor, this helmet is made of Kevlar and reinforced plastics."; //armor.Value = 500; //armor.Weight = 0; //armor.SlotType = ArmorSlot.Head; //mod = new Modifier(); //mod.ArmorClass = 9; //mod.ResistNormal.Resistance = 0; //mod.ResistNormal.Threshold = 0; //mod.ResistLaser.Resistance = 0; //mod.ResistLaser.Threshold = 0; //mod.ResistFire.Resistance = 0; //mod.ResistFire.Threshold = 0; //mod.ResistPlasma.Resistance = 0; //mod.ResistPlasma.Threshold = 0; //mod.ResistExplosion.Resistance = 0; //mod.ResistExplosion.Threshold = 0; //armor.Mod = mod; //character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "No Helmet"; //armor.Description = "May your hair keep you warm"; //armor.Value = 0; //armor.Weight = 0; //armor.SlotType = ArmorSlot.Head; //mod = new Modifier(); //mod.ArmorClass = 0; //mod.ResistNormal.Resistance = 0; //mod.ResistNormal.Threshold = 0; //mod.ResistLaser.Resistance = 0; //mod.ResistLaser.Threshold = 0; //mod.ResistFire.Resistance = 0; //mod.ResistFire.Threshold = 0; //mod.ResistPlasma.Resistance = 0; //mod.ResistPlasma.Threshold = 0; //mod.ResistExplosion.Resistance = 0; //mod.ResistExplosion.Threshold = 0; //armor.Mod = mod; //character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "No Armor"; //armor.Description = "Those are some snazzy clothes you have on."; //armor.Value = 0; //armor.Weight = 0; //armor.SlotType = ArmorSlot.Body; //mod = new Modifier(); //mod.ArmorClass = 0; //mod.ResistNormal.Resistance = 0; //mod.ResistNormal.Threshold = 0; //mod.ResistLaser.Resistance = 0; //mod.ResistLaser.Threshold = 0; //mod.ResistFire.Resistance = 0; //mod.ResistFire.Threshold = 0; //mod.ResistPlasma.Resistance = 0; //mod.ResistPlasma.Threshold = 0; //mod.ResistExplosion.Resistance = 0; //mod.ResistExplosion.Threshold = 0; //armor.Mod = mod; //character.Gear.Add(armor); //armor = new Armor(); //armor.Name = "Robe"; //armor.Description = "Those are some snazzy clothes you have on."; //armor.Value = 1; //armor.Weight = 2; //armor.SlotType = ArmorSlot.Body; //mod = new Modifier(); //mod.ArmorClass = 5; //mod.ResistNormal.Resistance = 20; //mod.ResistNormal.Threshold = 0; //mod.ResistLaser.Resistance = 25; //mod.ResistLaser.Threshold = 0; //mod.ResistFire.Resistance = 10; //mod.ResistFire.Threshold = 0; //mod.ResistPlasma.Resistance = 10; //mod.ResistPlasma.Threshold = 0; //mod.ResistExplosion.Resistance = 10; //mod.ResistExplosion.Threshold = 0; //armor.Mod = mod; //character.Gear.Add(armor); db.SaveChanges(); return RedirectToAction("Character", new { id = id }); }
public ArmorResistance CollateModifiers(ResistType type, List<Modifier> modlist) { ArmorResistance res = new ArmorResistance(); foreach (Modifier modifier in modlist) { foreach (ArmorResistance mod in modifier.ArmorResists) { if (mod.ResistanceType == type) { res.Threshold += mod.Threshold; res.Resistance += mod.Resistance; } } //switch (type) //{ // case ArmorResistanceType.ResistNormal: // res.Resistance += modifier.ResistNormal.Resistance; // res.Threshold += modifier.ResistNormal.Threshold; // break; // case ArmorResistanceType.ResistLaser: // res.Resistance += modifier.ResistLaser.Resistance; // res.Threshold += modifier.ResistLaser.Threshold; // break; // case ArmorResistanceType.ResistFire: // res.Resistance += modifier.ResistFire.Resistance; // res.Threshold += modifier.ResistFire.Threshold; // break; // case ArmorResistanceType.ResistPlasma: // res.Resistance += modifier.ResistPlasma.Resistance; // res.Threshold += modifier.ResistPlasma.Threshold; // break; // case ArmorResistanceType.ResistExplosive: // res.Resistance += modifier.ResistExplosion.Resistance; // res.Threshold += modifier.ResistExplosion.Threshold; // break; //} } return res; }