//sets new character info public void SetNewCharacterAttributes(NewCharacter newChar) { buildPoints = newChar.startingBP; BuildPointCost(this, newChar.bp, true); raceRefundPossible = newChar.bp; agility = newChar.agility[0]; strength = newChar.strength[0]; reaction = newChar.reaction[0]; body = newChar.body[0]; logic = newChar.logic[0]; intuition = newChar.intuition[0]; willpower = newChar.willpower[0]; charisma = newChar.charisma[0]; edge = newChar.edge[0]; initiative = newChar.reaction[0] + newChar.intuition[0]; essence = newChar.essence; magic = newChar.magic; resonance = newChar.resonance; race = newChar.race; attributeAccum = 200; }
//calculates refund cost of attributes upon race switch public int AttributeRaceSwitch(NewCharacter newchar, Character character) { int refundAgility, refundStrength, refundReaction, refundBody, refundLogic, refundCharisma, refundIntuition, refundWillpower, refundEdge; if (newchar.created == true) { if (character.agility != newchar.agility[1]) { refundAgility = (character.agility - newchar.agility[0]) * 10; } else { character.agility = character.agility - 1; refundAgility = ((character.agility - newchar.agility[0]) * 10) + 25; } if (character.strength != newchar.strength[1]) { refundStrength = (character.strength - newchar.strength[0]) * 10; } else { character.strength = character.strength - 1; refundStrength = ((character.strength - newchar.strength[0]) * 10) + 25; } if (character.reaction != newchar.reaction[1]) { refundReaction = (character.reaction - newchar.reaction[0]) * 10; } else { character.reaction = character.reaction - 1; refundReaction = ((character.reaction - newchar.reaction[0]) * 10) + 25; } if (character.body != newchar.body[1]) { refundBody = (character.body - newchar.body[0]) * 10; } else { character.body = character.body - 1; refundBody = ((character.body - newchar.body[0]) * 10) + 25; } if (character.logic != newchar.logic[1]) { refundLogic = (character.logic - newchar.logic[0]) * 10; } else { character.logic = character.logic - 1; refundLogic = ((character.logic - newchar.logic[0]) * 10) + 25; } if (character.charisma != newchar.charisma[1]) { refundCharisma = (character.charisma - newchar.charisma[0]) * 10; } else { character.charisma = character.charisma - 1; refundCharisma = ((character.charisma - newchar.charisma[0]) * 10) + 25; } if (character.intuition != newchar.intuition[1]) { refundIntuition = (character.intuition - newchar.intuition[0]) * 10; } else { character.intuition = character.intuition - 1; refundIntuition = ((character.intuition - newchar.intuition[0]) * 10) + 25; } if (character.willpower != newchar.willpower[1]) { refundWillpower = (character.willpower - newchar.willpower[0]) * 10; } else { character.willpower = character.willpower - 1; refundWillpower = ((character.willpower - newchar.willpower[0]) * 10) + 25; } if (character.edge != newchar.edge[1]) { refundEdge = (character.edge - newchar.edge[0]) * 10; } else { character.edge = character.edge - 1; refundEdge = ((character.edge - newchar.edge[0]) * 10) + 25; } } else { refundAgility = 0; refundStrength = 0; refundReaction = 0; refundBody = 0; refundLogic = 0; refundCharisma = 0; refundIntuition = 0; refundWillpower = 0; refundEdge = 0; } return(refundAgility + refundStrength + refundReaction + refundBody + refundLogic + refundCharisma + refundLogic + refundIntuition + refundWillpower + refundEdge + newchar.bp); }
public void StoreValues(Character character, NewCharacter newchar) { switch (character.race) { case "Human": humanAgility = character.agility; humanStrength = character.strength; humanBody = character.body; humanReaction = character.reaction; humanLogic = character.logic; humanCharisma = character.charisma; humanWillpower = character.willpower; humanIntuition = character.intuition; humanEdge = character.edge; humanAttributeAccum = character.attributeAccum; humanAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, humanAttributeCost, false, false); humanAttributeMax = character.attributeMax; humanSwitch = true; break; case "Ork": orkAgility = character.agility; orkStrength = character.strength; orkBody = character.body; orkReaction = character.reaction; orkLogic = character.logic; orkCharisma = character.charisma; orkWillpower = character.willpower; orkIntuition = character.intuition; orkEdge = character.edge; orkAttributeAccum = character.attributeAccum; orkAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, orkAttributeCost, false, false); orkAttributeMax = character.attributeMax; orkSwitch = true; break; case "Dwarf": dwarfAgility = character.agility; dwarfStrength = character.strength; dwarfBody = character.body; dwarfReaction = character.reaction; dwarfLogic = character.logic; dwarfCharisma = character.charisma; dwarfWillpower = character.willpower; dwarfIntuition = character.intuition; dwarfEdge = character.edge; dwarfAttributeAccum = character.attributeAccum; dwarfAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, dwarfAttributeCost, false, false); dwarfAttributeMax = character.attributeMax; dwarfSwitch = true; break; case "Elf": elfAgility = character.agility; elfStrength = character.strength; elfBody = character.body; elfReaction = character.reaction; elfLogic = character.logic; elfCharisma = character.charisma; elfWillpower = character.willpower; elfIntuition = character.intuition; elfEdge = character.edge; elfAttributeAccum = character.attributeAccum; elfAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, elfAttributeCost, false, false); elfAttributeMax = character.attributeMax; elfSwitch = true; break; case "Troll": trollAgility = character.agility; trollStrength = character.strength; trollBody = character.body; trollReaction = character.reaction; trollLogic = character.logic; trollCharisma = character.charisma; trollWillpower = character.willpower; trollIntuition = character.intuition; trollEdge = character.edge; trollAttributeAccum = character.attributeAccum; trollAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, trollAttributeCost, false, false); trollAttributeMax = character.attributeMax; trollSwitch = true; break; default: break; } }
public void StoreValues(Character character, NewCharacter newchar) { switch(character.race) { case "Human": humanAgility = character.agility; humanStrength = character.strength; humanBody = character.body; humanReaction = character.reaction; humanLogic = character.logic; humanCharisma = character.charisma; humanWillpower = character.willpower; humanIntuition = character.intuition; humanEdge = character.edge; humanAttributeAccum = character.attributeAccum; humanAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, humanAttributeCost, false, false); humanAttributeMax = character.attributeMax; humanSwitch = true; break; case "Ork": orkAgility = character.agility; orkStrength = character.strength; orkBody = character.body; orkReaction = character.reaction; orkLogic = character.logic; orkCharisma = character.charisma; orkWillpower = character.willpower; orkIntuition = character.intuition; orkEdge = character.edge; orkAttributeAccum = character.attributeAccum; orkAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, orkAttributeCost, false, false); orkAttributeMax = character.attributeMax; orkSwitch = true; break; case "Dwarf": dwarfAgility = character.agility; dwarfStrength = character.strength; dwarfBody = character.body; dwarfReaction = character.reaction; dwarfLogic = character.logic; dwarfCharisma = character.charisma; dwarfWillpower = character.willpower; dwarfIntuition = character.intuition; dwarfEdge = character.edge; dwarfAttributeAccum = character.attributeAccum; dwarfAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, dwarfAttributeCost, false, false); dwarfAttributeMax = character.attributeMax; dwarfSwitch = true; break; case "Elf": elfAgility = character.agility; elfStrength = character.strength; elfBody = character.body; elfReaction = character.reaction; elfLogic = character.logic; elfCharisma = character.charisma; elfWillpower = character.willpower; elfIntuition = character.intuition; elfEdge = character.edge; elfAttributeAccum = character.attributeAccum; elfAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, elfAttributeCost, false, false); elfAttributeMax = character.attributeMax; elfSwitch = true; break; case "Troll": trollAgility = character.agility; trollStrength = character.strength; trollBody = character.body; trollReaction = character.reaction; trollLogic = character.logic; trollCharisma = character.charisma; trollWillpower = character.willpower; trollIntuition = character.intuition; trollEdge = character.edge; trollAttributeAccum = character.attributeAccum; trollAttributeCost = character.AttributeRaceSwitch(newchar, character); character.BuildPointCost(character, trollAttributeCost, false, false); trollAttributeMax = character.attributeMax; trollSwitch = true; break; default: break; } }
//sets new character info public void SetNewCharacterAttributes(NewCharacter newChar) { buildPoints = newChar.startingBP; BuildPointCost(this, newChar.bp, true); raceRefundPossible = newChar.bp; agility = newChar.agility[0]; strength = newChar.strength[0]; reaction = newChar.reaction[0]; body = newChar.body[0]; logic = newChar.logic[0]; intuition = newChar.intuition[0]; willpower = newChar.willpower[0]; charisma = newChar.charisma[0]; edge = newChar.edge[0]; initiative = newChar.reaction[0] + newChar.intuition[0]; essence = newChar.essence; magic = newChar.magic; resonance = newChar.resonance; race = newChar.race; attributeAccum = 200; }
//calculates refund cost of attributes upon race switch public int AttributeRaceSwitch(NewCharacter newchar, Character character) { int refundAgility, refundStrength, refundReaction, refundBody, refundLogic, refundCharisma, refundIntuition, refundWillpower, refundEdge; if (newchar.created == true) { if (character.agility != newchar.agility[1]) { refundAgility = (character.agility - newchar.agility[0]) * 10; } else { character.agility = character.agility - 1; refundAgility = ((character.agility - newchar.agility[0]) * 10) + 25; } if (character.strength != newchar.strength[1]) { refundStrength = (character.strength - newchar.strength[0]) * 10; } else { character.strength = character.strength - 1; refundStrength = ((character.strength - newchar.strength[0]) * 10) + 25; } if (character.reaction != newchar.reaction[1]) { refundReaction = (character.reaction - newchar.reaction[0]) * 10; } else { character.reaction = character.reaction - 1; refundReaction = ((character.reaction - newchar.reaction[0]) * 10) + 25; } if (character.body != newchar.body[1]) { refundBody = (character.body - newchar.body[0]) * 10; } else { character.body = character.body - 1; refundBody = ((character.body - newchar.body[0]) * 10) + 25; } if (character.logic != newchar.logic[1]) { refundLogic = (character.logic - newchar.logic[0]) * 10; } else { character.logic = character.logic - 1; refundLogic = ((character.logic - newchar.logic[0]) * 10) + 25; } if (character.charisma != newchar.charisma[1]) { refundCharisma = (character.charisma - newchar.charisma[0]) * 10; } else { character.charisma = character.charisma - 1; refundCharisma = ((character.charisma - newchar.charisma[0]) * 10) + 25; } if (character.intuition != newchar.intuition[1]) { refundIntuition = (character.intuition - newchar.intuition[0]) * 10; } else { character.intuition = character.intuition - 1; refundIntuition = ((character.intuition - newchar.intuition[0]) * 10) + 25; } if (character.willpower != newchar.willpower[1]) { refundWillpower = (character.willpower - newchar.willpower[0]) * 10; } else { character.willpower = character.willpower - 1; refundWillpower = ((character.willpower - newchar.willpower[0]) * 10) + 25; } if (character.edge != newchar.edge[1]) { refundEdge = (character.edge - newchar.edge[0]) * 10; } else { character.edge = character.edge - 1; refundEdge = ((character.edge - newchar.edge[0]) * 10) + 25; } } else { refundAgility = 0; refundStrength = 0; refundReaction = 0; refundBody = 0; refundLogic = 0; refundCharisma = 0; refundIntuition = 0; refundWillpower = 0; refundEdge = 0; } return (refundAgility + refundStrength + refundReaction + refundBody + refundLogic + refundCharisma + refundLogic + refundIntuition + refundWillpower + refundEdge + newchar.bp); }