public override void Init() { character = characterCreator.Create(); var equipTable = new InventoryItemCreator[] { character.equipment.head, character.equipment.shoulder, character.equipment.feet, character.equipment.body, character.equipment.legs, character.equipment.neck, character.equipment.gloves, character.equipment.waist, character.equipment.ring1, character.equipment.ring2, character.equipment.weapon, }; for (int i = 0; i < character.abilities.Count; i++) { SkillBook.Add(character.abilities[i].Create()); SkillBook[i].Caster = this; } for (int i = 0; i < equipTable.Length; i++) { if (equipTable[i] != null) { var item = equipTable[i].Create(); item.isEquipable = true; itemManager.EquipItem(item, (EquipmentSlot)i); } } ActiveEquipment[(int)EquipmentSlot.Weapon].Use(); }
public void Awake() { if (!RoR2Application.isModded) { RoR2Application.isModded = true; } var info = new CharacterInformation("Whatever", "This is the description"); var creator = new CharacterCreator(); creator.Create <MyCustomCharacter>(info, PrefabCollection.CommandoBody, PrefabCollection.CommandoDisplay); }
/// <summary> /// Event handler for character creation /// </summary> public void CreateCharacter() { int baseStrength = CalculateBaseAbility(typeof(Strength)); int baseDexterity = CalculateBaseAbility(typeof(Dexterity)); int baseConstitution = CalculateBaseAbility(typeof(Constitution)); int baseIntelligence = CalculateBaseAbility(typeof(Intelligence)); int baseWisdom = CalculateBaseAbility(typeof(Wisdom)); int baseCharisma = CalculateBaseAbility(typeof(Charisma)); int strengthModifier = ParseAbilityModifier(typeof(Strength)); int dexterityModifier = ParseAbilityModifier(typeof(Dexterity)); int constitutionModifier = ParseAbilityModifier(typeof(Constitution)); int intelligenceModifier = ParseAbilityModifier(typeof(Intelligence)); int wisdomModifier = ParseAbilityModifier(typeof(Wisdom)); int charismaModifier = ParseAbilityModifier(typeof(Charisma)); RaceBase characterRace = GetCharacterRace(); List <Language> bonusLanguages = GetBonusLanguages(); ClassBase characterClass = GetCharacterClass(); int experience = ParseAttribute(typeof(Experience)); Character character = CharacterCreator.Create ( baseStrength, baseDexterity, baseConstitution, baseIntelligence, baseWisdom, baseCharisma, strengthModifier, dexterityModifier, constitutionModifier, intelligenceModifier, wisdomModifier, charismaModifier, characterRace, bonusLanguages, characterClass, experience ); // TODO: Temporary Player player = GameObject.FindObjectOfType <Player>(); player.character = character; }
public ActionResult Index(Race?race = null, CharacterClass?characterClass = null) { if (!race.HasValue) { Array values = Enum.GetValues(typeof(Race)); race = (Race)values.GetValue(Random.Next(values.Length)); } if (!characterClass.HasValue) { Array values = Enum.GetValues(typeof(CharacterClass)); characterClass = (CharacterClass)values.GetValue(Random.Next(values.Length)); } Character result = creator.Create(characterClass.Value, race.Value); ViewBag.Title = String.Format("{0} - {1} {2}", result.Name, result.Race, result.CharacterClass); return(View(result)); }
public bool MainMenu() { string Input; Hero H = null; this.SM.CurrentSlot = -1; Console.Clear(); while (true) { Console.WriteLine("+------------+"); Console.WriteLine("| Baldilands |"); Console.WriteLine("+------------+\n"); Console.WriteLine("1. New Game"); Console.WriteLine("2. Load Game"); Console.WriteLine("3. Delete Save"); Console.WriteLine("4. Exit"); Input = Console.ReadLine(); Input = this.ParseCommand(Input); if (Input.Equals("new game")) { this.SM.SetSaveSlot(); if (this.SM.CurrentSlot != -1) { H = CharacterCreator.Create(); } else { Console.Clear(); continue; } } else if (Input.Equals("load game")) { this.SM.SetLoadSlot(); if (this.SM.CurrentSlot != -1) { H = this.SM.LoadGame(this.SM.CurrentSlot); } else { Console.Clear(); continue; } } else if (Input.Equals("delete")) { Console.Clear(); this.SM.ClearSlot(); } else if (Input.Equals("exit")) { Console.Clear(); return(false); } else { Console.Clear(); Console.WriteLine("Invalid command\n"); } if (H != null) { this.DM.Hero = H; this.SM.SaveGame(H, this.SM.CurrentSlot); return(true); } } }