public override void Generate() { FirstName = LastName = ""; BaseAim = BaseEnergy = BaseSpeed = BaseStrength = BaseVigor = 1; Level = (World.Map)Utilities.InterStateResources.Instance.Resources["Game_CurrentLevel"]; InventoryHandler = new Guardian_Roguelike.World.Items.Inventory(); }
public override void Generate() { BaseAim = BaseEnergy = BaseSpeed = BaseStrength = BaseVigor = 2; #region Add variance to stats if (RndGen.Next(0, 100) < 10) { BaseAim--; } if (RndGen.Next(0, 100) < 10) { BaseAim++; } if (RndGen.Next(0, 100) < 10) { BaseEnergy--; } if (RndGen.Next(0, 100) < 10) { BaseEnergy++; } if (RndGen.Next(0, 100) < 10) { BaseSpeed--; } if (RndGen.Next(0, 100) < 10) { BaseSpeed++; } if (RndGen.Next(0, 100) < 10) { BaseStrength--; } if (RndGen.Next(0, 100) < 10) { BaseStrength++; } if (RndGen.Next(0, 100) < 10) { BaseVigor--; } if (RndGen.Next(0, 100) < 10) { BaseVigor++; } #endregion Level = (World.Map)Utilities.InterStateResources.Instance.Resources["Game_CurrentLevel"]; InventoryHandler = new Guardian_Roguelike.World.Items.Inventory(); //TODO: Find out if you can use Dwarf Fortress' language files to generate names //Until then, "Gear Inkmoist" it is! :P FirstName = "Olon"; LastName = "Likotidash"; }