public void AgeCorrectType() { //Arrange var Age = new Tiefling().GetAge(); // Assert Assert.IsType(typeof(int), Age); }
public void TieflingAlignmentIsCorrectType() { // Arrange var Alignment = new Tiefling().GetAlignment(); //Assert Assert.IsType(typeof(string), Alignment); }
public void AgeNotNull() { //Arrange var Age = new Tiefling().GetAge(); // Assert Assert.NotNull(Age); }
public void SizeIsNotNull() { // Arrange var Size = new Tiefling().GetSize(); // Assert Assert.NotNull(Size); }
public void TieflingAlignmentNotNull() { // Arrange var Alignment = new Tiefling().GetAlignment(); //Assert Assert.NotNull(Alignment); }
public void SpeedIsCorrectType() { // Arrange var Size = new Tiefling().GetSpeed(); // Assert Assert.IsType(typeof(int), Size); }
public void TieflingLanguageIncludesCommon() { // Arrange var Lang = new Tiefling().GetLanguages(); // Assert Assert.Contains("Common", Lang); }
public void SizeIsCorrectType() { // Arrange var Size = new Tiefling().GetSize(); // Assert Assert.IsType(typeof(string), Size); }
public void AgeInTieflingRange() { //Arrange var Age = new Tiefling().GetAge(); // Assert Assert.InRange(Age, 18, 70); }
public void TieflingLanguageIncludesInfernal() { // Arrange var Lang = new Tiefling().GetLanguages(); // Assert Assert.Contains("Infernal", Lang); }
public void CHAAbilityScoreIncreaseEquals1() { // Arrange var Scores = new Tiefling().GetAbilityScoreIncrease(); // Act var CHAValue = Scores["CHA"]; // Assert Assert.Equal(CHAValue, 2); }
public void INTAbilityScoreIncreaseEquals1() { // Arrange var Scores = new Tiefling().GetAbilityScoreIncrease(); // Act var INTValue = Scores["INT"]; // Assert Assert.Equal(INTValue, 1); }
public void CHAAbilityScoreNotNull() { // Arrange var Scores = new Tiefling().GetAbilityScoreIncrease(); // Act var CHA = Scores.TryGetValue("CHA", out var CHAResult); // Assert Assert.True(CHA); }
public void INTAbilityScoreNotNull() { // Arrange var Scores = new Tiefling().GetAbilityScoreIncrease(); // Act var INT = Scores.TryGetValue("INT", out var INTResult); // Assert Assert.True(INT); }
public static SlayerRecruit Wizard() { var g = (Dice.HalfChance() ? EGender.Male : EGender.Female); var n = (Dice.HalfChance() ? Tiefling.Generate(g) : Human.Generate(g)); return(new SlayerRecruit { Name = n, Type = ERecruitType.Wizard }); }
public void TieflingLanguageAddedCorrectly() { // Arrange var Lang = new Tiefling().GetLanguages(); // Act var actual = Lang.Count; // Assert // Tieflings know two languages at level 1 // One being Common, the other random Assert.Equal(2, actual); }
private string generateRace() { string race = ""; int randomNumber = NumberGen.gen(9); if (randomNumber == 0) { race = "Dragonborn"; characterRace = new Dragonborn(); } else if (randomNumber == 1) { randomNumber = NumberGen.gen(2); if (randomNumber == 0) { race = "Hill Dwarf"; characterRace = new HillDwarf(); } else if (randomNumber == 1) { race = "Mountain Dwarf"; characterRace = new MountainDwarf(); } } if (randomNumber == 2) { randomNumber = NumberGen.gen(3); if (randomNumber == 0) { race = "High Elf"; characterRace = new HighElf(); } else if (randomNumber == 1) { race = "Wood Elf"; characterRace = new WoodElf(); } else if (randomNumber == 2) { race = "Dark Elf"; characterRace = new DarkElf(); } } if (randomNumber == 3) { randomNumber = NumberGen.gen(3); if (randomNumber == 0) { race = "Deep Gnome"; characterRace = new DeepGnome(); } else if (randomNumber == 1) { race = "Forest Gnome"; characterRace = new ForestGnome(); } else if (randomNumber == 2) { race = "Rock Gnome"; characterRace = new RockGnome(); } } if (randomNumber == 4) { race = "Half-Elf"; characterRace = new HalfElf(); } if (randomNumber == 5) { randomNumber = NumberGen.gen(2); if (randomNumber == 0) { race = "Lightfoot Halfling"; characterRace = new LightfootHalfling(); } else if (randomNumber == 1) { race = "Stout Halfling"; characterRace = new StoutHalfling(); } } if (randomNumber == 6) { race = "Half-Orc"; characterRace = new HalfOrc(); } if (randomNumber == 7) { race = "Human"; characterRace = new Human(); } if (randomNumber == 8) { race = "Tiefling"; characterRace = new Tiefling(); } return(race); }
static void Main(string[] args) { ///////////// // DiceLib // ///////////// Console.WriteLine("-------------------------------\n\tTesting DiceLib\n-------------------------------"); Console.WriteLine("==========\n50 / 50\n=========="); List <bool> all_fifty_fifty_rolls = new List <bool>(); DiceLib.Dice die = new DiceLib.Dice(); for (int i = 0; i < 10; i++) { int temp = die.Roll(); Console.WriteLine("50 / 50 result: {0}", temp); all_fifty_fifty_rolls.Add(temp == 0 ? true : false); } Console.WriteLine("\n==========\nd4 Rolls\n=========="); List <int> all_d4_rolls = new List <int>(); DiceLib.Dice die4 = new DiceLib.Dice(4); for (int i = 0; i < 10; i++) { int temp = die4.Roll(); Console.WriteLine("d4 result: {0}", temp); all_d4_rolls.Add(temp); } Console.WriteLine("\n==========\nd12 Rolls\n=========="); List <int> all_d12_rolls = new List <int>(); DiceLib.Dice die12 = new DiceLib.Dice(12); for (int i = 0; i < 10; i++) { int temp = die12.Roll(); Console.WriteLine("d12 result: {0}", temp); all_d12_rolls.Add(temp); } Console.WriteLine("\n==========\nd100 Rolls\n=========="); List <int> all_d100_rolls = new List <int>(); DiceLib.Dice die100 = new DiceLib.Dice(100); for (int i = 0; i < 10; i++) { int temp = die100.Roll(); Console.WriteLine("d100 result: {0}", temp); all_d100_rolls.Add(temp); } Console.WriteLine("\n==========\nPulling From Rolls\n=========="); Console.WriteLine("And a result for the 50 / 50: {0}\n" + "And a result for the d4: {1}\n" + "And a result for d12: {2}\n" + "And a result for d100: {3}", all_fifty_fifty_rolls[1], all_d4_rolls[1], all_d12_rolls[1], all_d100_rolls[1]); Console.WriteLine("\n==========\nRoll Average\n=========="); Console.WriteLine("=== d8 x10 ==="); DiceLib.Dice avg = new DiceLib.Dice(8); double return_average = avg.RollAverage(avg, 10); Console.WriteLine("{0} returned from class method.", return_average); Console.WriteLine("{0} returned value rounded.", Math.Round(return_average)); Console.WriteLine("\n=== d20 x100 ==="); DiceLib.Dice avg2 = new DiceLib.Dice(20); double return_average2 = avg.RollAverage(avg2, 100); Console.WriteLine("{0} returned from class method.", return_average2); Console.WriteLine("{0} returned value rounded.", Math.Round(return_average2)); Console.WriteLine("\n==========\nStandard Points\n=========="); DiceLib.Dice standard = new DiceLib.Dice(); List <int> standard_stats = standard.StandardStatPoints(); foreach (int i in standard_stats) { Console.WriteLine(i); } Console.WriteLine("Here is how you can find and use items in the middle of a list"); Console.WriteLine("13 is in position: {0}", standard_stats.IndexOf(13)); Console.WriteLine("Here is how you can find and use items in the beginning of a list"); Console.WriteLine("15 is in position: {0}", standard_stats.IndexOf(15)); Console.WriteLine("Here is how you can find and use items in the end of a list"); Console.WriteLine("8 is in position: {0}", standard_stats.IndexOf(8)); Console.WriteLine("\n==========\nRoll Four d6 and Take Top Three\n=========="); DiceLib.Dice fd6 = new DiceLib.Dice(6); int stat_score_fd6 = fd6.RollFourD6TakeTopThree(fd6); Console.WriteLine("Top three of four added: {0}", stat_score_fd6); Console.WriteLine("\nPress [ENTER] to continue or [CRTL] + [C] to stop."); Console.Read(); // Console.Clear(); ////////////////// // CharacterLib // ////////////////// Console.WriteLine("------------------------------------\n\tTesting CharacterLib\n------------------------------------"); Console.WriteLine("Creating a character and printing out the base stats:"); Character character = new Character(); List <Character> stat_list = new List <Character>(); stat_list.Add(character); Console.WriteLine("STRENGTH stat is: {0}", stat_list[0].strength); Console.WriteLine("DEXTERITY stat is: {0}", stat_list[0].dexterity); Console.WriteLine("CONSTITUTION stat is: {0}", stat_list[0].constitution); Console.WriteLine("INTELLIGENCE stat is: {0}", stat_list[0].intelligence); Console.WriteLine("WISDOM stat is: {0}", stat_list[0].wisdom); Console.WriteLine("CHARISMA stat is: {0}", stat_list[0].charisma); Console.WriteLine("\nWhat happens if I do this? {0}", stat_list[0]); Console.WriteLine("What happens if I do THIS?! {0}", stat_list); Console.WriteLine("\nPress [ENTER] to continue!"); Console.Read(); Console.WriteLine("==========\nAssigning Strength 50\n=========="); character.strength = 50; Console.WriteLine("Strength is: {0}", character.strength); Console.WriteLine("\n==========\nAssigning Intelligence 500\n=========="); character.intelligence = 500; Console.WriteLine("Intelligence is: {0}", character.intelligence); Console.WriteLine("\n==========\nWisdom should still be unassigned\n=========="); Console.WriteLine("Wisdom is: {0}", character.wisdom); Console.WriteLine("\nPress [ENTER] to continue or [CTRL] + [C] to stop."); Console.Read(); // Console.Clear(); ////////////////////////////////////////// // Bringing Character and Dice together // ////////////////////////////////////////// Console.WriteLine("----------------------------------------------------------\n\tBringing ChacacterLib and DiceLib together\n----------------------------------------------------------"); DiceLib.Dice d6 = new DiceLib.Dice(6); List <int> stat_score = new List <int>(); Console.WriteLine("\nRolling for the stats..."); for (int i = 0; i < 6; i++) { stat_score.Add(d6.RollFourD6TakeTopThree(d6)); } stat_score.Sort(); Console.WriteLine("Rolled stats are:"); for (int i = 0; i < 6; i++) { Console.WriteLine(stat_score[i]); } Console.WriteLine("\nPress [ENTER] to continue or [CTRL] + [C] to stop."); Console.Read(); // Console.Clear(); /////////////////////////////////////////////// // Selecting and adding the roll to the stat // /////////////////////////////////////////////// Console.WriteLine("Lets put the rolled stats to the character:\n"); // TODO: probably can be moved somewhere else Dictionary <string, string> stat_menu = new Dictionary <string, string> { { "str", "Strength" }, { "dex", "Dexterity" }, { "con", "Constitution" }, { "int", "Intelligence" }, { "wis", "Wisdom" }, { "cha", "Charisma" }, }; while (stat_score.Count > 0) { Console.WriteLine("Id - Stat Score"); Console.WriteLine("-----------------"); foreach (int s in stat_score) { Console.WriteLine("[{0}] - {1}", stat_score.IndexOf(s), s); } Console.Write("\nSelection: "); string stat_selection = Console.ReadLine(); int stat_number; Int32.TryParse(stat_selection, out stat_number); // validation // TODO: probably can be broken off into its' own thing if (stat_number > stat_score.Count - 1) { // Console.Clear(); Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("\n\nWRONG! PLEASE SELECT A VALID CHOICE!\n\n"); Console.ResetColor(); continue; } Console.Write("\nYour selection was {0}: ", stat_number); Console.ForegroundColor = ConsoleColor.Magenta; Console.WriteLine("{0}\n", stat_score[stat_number]); Console.ResetColor(); Console.Write("Which stat do you want to put "); Console.ForegroundColor = ConsoleColor.Magenta; Console.Write("{0}", stat_score[stat_number]); Console.ResetColor(); Console.WriteLine(" to?\n"); Console.WriteLine("Stat - Description"); Console.WriteLine("---------------------"); foreach (KeyValuePair <string, string> kvp in stat_menu) { Console.WriteLine("{0} - {1}", kvp.Key, kvp.Value); } Console.Write("\nSelection: "); string character_selection = Console.ReadLine().ToLower().Trim(); // validation // TODO: probably can be borken off into its' own thing if (!stat_menu.ContainsKey(character_selection)) { // Console.Clear(); Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("\n\n{0} has either been used already or never existed. Please try again.\n\n", character_selection); Console.ResetColor(); continue; } switch (character_selection) { case "str": character.strength = stat_score[stat_number]; break; case "dex": character.dexterity = stat_score[stat_number]; break; case "con": character.constitution = stat_score[stat_number]; break; case "int": character.intelligence = stat_score[stat_number]; break; case "wis": character.wisdom = stat_score[stat_number]; break; case "cha": character.charisma = stat_score[stat_number]; break; } Console.WriteLine("\nCharacter's stats are now:"); Console.WriteLine("str is: {0}", character.strength); Console.WriteLine("dex is: {0}", character.dexterity); Console.WriteLine("con is: {0}", character.constitution); Console.WriteLine("int is: {0}", character.intelligence); Console.WriteLine("wis is: {0}", character.wisdom); Console.WriteLine("cha is: {0}\n", character.charisma); // Console.WriteLine("\n\n"); // remove the stat number from the selection stat_score.RemoveAt(stat_number); stat_menu.Remove(character_selection); } Console.WriteLine("==========\nCharacter's stats and modifiers\n=========="); Console.WriteLine("Strength is: {0}", character.strength); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.strength)); Console.WriteLine("Dexterity is: {0}", character.dexterity); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.dexterity)); Console.WriteLine("Constitution is: {0}", character.constitution); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.constitution)); Console.WriteLine("Intelligence is: {0}", character.intelligence); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.intelligence)); Console.WriteLine("Wisdom is: {0}", character.wisdom); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.wisdom)); Console.WriteLine("Charisma is: {0}", character.charisma); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.charisma)); Console.WriteLine("\nPress [ENTER] to continue or [CTRL] + [C] to stop."); Console.Read(); // Console.Clear(); ///////////////// // Adding Race // ///////////////// Console.WriteLine("-------------------------------\n\tTesting RaceLib\n-------------------------------"); Dictionary <string, string> race_menu = new Dictionary <string, string> { { "dwa", "Dwarf" }, { "elf", "Elf" }, { "hal", "Halfling" }, { "hum", "Human" }, { "dra", "Dragonborn" }, { "gno", "Gnome" }, { "hel", "Half-Elf" }, { "hor", "Half-Orc" }, { "tie", "Tiefling" }, }; bool race_flag = true; string race_selection = ""; while (race_flag) { Console.WriteLine("\nChoose what RACE you'd like to be:"); Console.WriteLine("\nId - Main Race"); Console.WriteLine("-----------------"); foreach (KeyValuePair <string, string> kvp in race_menu) { Console.WriteLine("[{0}] - {1}", kvp.Key, kvp.Value); } Console.Write("\nSelection: "); race_selection = Console.ReadLine().ToLower().Trim(); // validation // TODO: probably can be broken off into its' own thing if (!race_menu.ContainsKey(race_selection)) { // Console.Clear(); Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("\n\n{0} is not a valid race. Please try again.\n\n", race_selection); Console.ResetColor(); continue; } race_flag = false; } Console.WriteLine("\n==========\nAdding Race Modifiers to Character\n=========="); // TODO: These need to be cleaned up and done better switch (race_selection) { case "dwa": Dwarf dwarf = new Dwarf(); character.strength += dwarf.RaceModifiers(); break; case "elf": Elf elf = new Elf(); character.dexterity += elf.RaceModifiers(); break; case "hal": Halfling halfling = new RaceLib.Halfling(); character.dexterity += halfling.RaceModifiers(); break; case "hum": Human human = new Human(); character.strength += human.RaceModifiers(); character.dexterity += human.RaceModifiers(); character.constitution += human.RaceModifiers(); character.intelligence += human.RaceModifiers(); character.wisdom += human.RaceModifiers(); character.charisma += human.RaceModifiers(); break; case "dra": Dragonborn dragonborn = new Dragonborn(); character.strength += dragonborn.RaceModifiers(); character.strength += dragonborn.RaceModifiers(); character.charisma += dragonborn.RaceModifiers(); break; case "gno": Gnome gnome = new Gnome(); character.intelligence += gnome.RaceModifiers(); break; case "hel": Half_Elf half_elf = new Half_Elf(); character.strength += half_elf.RaceModifiers(); character.strength += half_elf.RaceModifiers(); character.charisma += half_elf.RaceModifiers(); character.charisma += half_elf.RaceModifiers(); break; case "hor": Half_Orc half_orc = new Half_Orc(); character.constitution += half_orc.RaceModifiers(); break; case "tie": Tiefling tiefling = new Tiefling(); character.intelligence += tiefling.RaceModifiers(); character.charisma += tiefling.RaceModifiers(); character.charisma += tiefling.RaceModifiers(); break; default: break; } Console.WriteLine("\nCharacter's stats are now: "); Console.WriteLine("- str is: {0}", character.strength); Console.WriteLine("- dex is: {0}", character.dexterity); Console.WriteLine("- con is: {0}", character.constitution); Console.WriteLine("- int is: {0}", character.intelligence); Console.WriteLine("- wis is: {0}", character.wisdom); Console.WriteLine("- cha is: {0}\n", character.charisma); // Console.WriteLine("\n\n"); Console.WriteLine("==========\nCharacter's stats and modifiers\n=========="); Console.WriteLine("Strength is: {0}", character.strength); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.strength)); Console.WriteLine("Dexterity is: {0}", character.dexterity); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.dexterity)); Console.WriteLine("Constitution is: {0}", character.constitution); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.constitution)); Console.WriteLine("Intelligence is: {0}", character.intelligence); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.intelligence)); Console.WriteLine("Wisdom is: {0}", character.wisdom); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.wisdom)); Console.WriteLine("Charisma is: {0}", character.charisma); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.charisma)); Console.WriteLine("\nPress [ENTER] to continue or [CTRL] + [C] to stop."); Console.Read(); Console.WriteLine("==========\nAdding the SUBRACES\n=========="); Dictionary <string[], string> subrace_menu = new Dictionary <string[], string> { { new string[] { "hil", "Hill" }, "dwa" }, { new string[] { "mou", "Mountain", }, "dwa" }, { new string[] { "dro", "Drow" }, "elf" }, { new string[] { "hig", "High" }, "elf" }, { new string[] { "woo", "Wood" }, "elf" }, { new string[] { "lig", "Lightfoot" }, "hal" }, { new string[] { "sto", "Stout" }, "hal" }, { new string[] { "for", "Forest" }, "gno" }, { new string[] { "roc", "Rock" }, "gno" }, }; string [] has_subrace_races = { "dwa", "elf", "hal", "gno" }; bool subrace_flag = (Array.Exists(has_subrace_races, sr => sr.Equals(race_selection)) ? true : false); string subrace_selection = ""; while (subrace_flag) { Console.WriteLine("\nChoose what SUB RACE you'd like to be:"); Console.WriteLine("\nId - Sub Race"); Console.WriteLine("-----------------"); foreach (KeyValuePair <string[], string> kvp in subrace_menu) { // only show the subraces that match a main race if (kvp.Value == race_selection) { Console.WriteLine("[{0}] - {1} for {2}", kvp.Key[0], kvp.Key[1], race_menu[race_selection]); } } Console.Write("\nSelection: "); subrace_selection = Console.ReadLine().ToLower().Trim(); // validation // TODO: probably can be broken off into its' own thing // if(!subrace_menu.ContainsKey(subrace_selection)) // { // Console.Clear(); // Console.ForegroundColor = ConsoleColor.Red; // Console.WriteLine("\n\n{0} is not a valid race. Please try again.\n\n", subrace_selection); // Console.ResetColor(); // continue; // } subrace_flag = false; } Console.WriteLine("\n==========\nAdding Subrace Modifiers to Character\n=========="); switch (subrace_selection) { case "hil": RaceLib.HillDwarf hill_dwarf = new RaceLib.HillDwarf(); character.wisdom += hill_dwarf.RaceModifiers(); break; case "mou": RaceLib.MountainDwarf mountain_dwarf = new RaceLib.MountainDwarf(); character.strength += mountain_dwarf.RaceModifiers(); break; case "dro": RaceLib.Drow drow = new RaceLib.Drow(); character.charisma += drow.RaceModifiers(); break; case "hig": RaceLib.High high_elf = new RaceLib.High(); character.intelligence += high_elf.RaceModifiers(); break; case "woo": RaceLib.Wood wood_elf = new RaceLib.Wood(); character.wisdom += wood_elf.RaceModifiers(); break; case "lig": RaceLib.Lightfoot lightfoot_halfling = new RaceLib.Lightfoot(); character.charisma += lightfoot_halfling.RaceModifiers(); break; case "sto": RaceLib.Stout stout_halfling = new RaceLib.Stout(); character.constitution += stout_halfling.RaceModifiers(); break; case "for": RaceLib.Forest forest_gnome = new RaceLib.Forest(); character.dexterity += forest_gnome.RaceModifiers(); break; case "roc": RaceLib.Rock rock_gnome = new RaceLib.Rock(); character.constitution += rock_gnome.RaceModifiers(); break; default: break; } Console.WriteLine("\nCharacter's stats are now: "); Console.WriteLine("- str is: {0}", character.strength); Console.WriteLine("- dex is: {0}", character.dexterity); Console.WriteLine("- con is: {0}", character.constitution); Console.WriteLine("- int is: {0}", character.intelligence); Console.WriteLine("- wis is: {0}", character.wisdom); Console.WriteLine("- cha is: {0}\n", character.charisma); // Console.WriteLine("\n\n"); Console.WriteLine("==========\nCharacter's stats and modifiers\n=========="); Console.WriteLine("Strength is: {0}", character.strength); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.strength)); Console.WriteLine("Dexterity is: {0}", character.dexterity); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.dexterity)); Console.WriteLine("Constitution is: {0}", character.constitution); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.constitution)); Console.WriteLine("Intelligence is: {0}", character.intelligence); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.intelligence)); Console.WriteLine("Wisdom is: {0}", character.wisdom); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.wisdom)); Console.WriteLine("Charisma is: {0}", character.charisma); Console.WriteLine("Modifier is: {0}\n", character.AbilityModifiers(character.charisma)); Console.WriteLine("\nPress [ENTER] to continue or [CTRL] + [C] to stop."); Console.Read(); Console.WriteLine("END"); }
public static void NewRace(Character character) { switch (character.ChosenRace) { case "Aasimar(Protector)": Aasimar.Protector(character); break; case "Aasimar(Scourge)": Aasimar.Scourge(character); break; case "Aasimar(Fallen)": Aasimar.Fallen(character); break; case "Cambion": Cambion.Base(character); break; case "Changeling": Changeling.Base(character); break; case "Dhampir": Dhampir.Base(character); break; case "Dragonborn": Dragonborn.Base(character); break; case "Hill Dwarf": Dwarf.Hill(character); break; case "Mountain Dwarf": Dwarf.Mountain(character); break; case "Avariel": Elf.Avariel(character); break; case "Drow": Elf.Drow(character); break; case "Eladrin": Elf.Eladrin(character); break; case "Moon Elf": Elf.Moon(character); break; case "Sea Elf": Elf.Sea(character); break; case "Shadar-Kai": Elf.ShadarKai(character); break; case "High Elf": Elf.High(character); break; case "Wild Elf": Elf.Wild(character); break; case "Wood Elf": Elf.Wood(character); break; case "Forest Gnome": Gnome.Forest(character); break; case "Rock Gnome": Gnome.Rock(character); break; case "Goliath": Goliath.Base(character); break; case "Half-Elf": HalfElf.Base(character); break; case "Half-Orc": HalfOrc.Base(character); break; case "Lightfoot Halfling": Halfling.Lightfoot(character); break; case "Stout Halfling": Halfling.Stout(character); break; case "Human": Human.Base(character); break; case "Variant Human": Human.Variant(character); break; case "Minotaur": Minotaur.Base(character); break; case "Shade": Shade.Base(character); break; case "Tiefling": Tiefling.Base(character); break; case "Feral Tiefling": Tiefling.Feral(character); break; case "Demigod": Demigod.Base(character); break; } }