public Mob GenerateMobStats(Mob mob) { StatCheck statCheck; statCheck = StatCalculation.GetRandomStat(mob); mob.PositiveStats = GeneratePositiveStats(statCheck); mob.NegativeStats = GenerateNegativeStats(statCheck); return(mob); }
private Mob GenerateNewStatOnLevelUp(Mob mob) { StatCheck = StatCalculation.GetRandomStat(mob); int statnumber = StatCheck.NumberOfNegativeStats + StatCheck.NumberOfPositiveStats; int mobstats = mob.NegativeStats.Count + mob.PositiveStats.Count; if (mobstats < statnumber) { GenerateMobStats(mob); } return(mob); }