/// <summary> /// Passive level up, includes for example hit point roles. /// </summary> /// <param name="shift"></param> private void LevelUp(Shift shift) { History.Add(LogType.INFO, $"¬YYou're mogwai suddenly feels an ancient power around him.§¬"); History.Add(LogType.INFO, $"¬YCongratulations he just made the§ ¬G{CurrentLevel}§ ¬Yth level!§¬"); // hit points roll HitPointLevelRolls.Add(shift.MogwaiDice.Roll(HitPointDice)); // leveling up will heal you to max hitpoints CurrentHitPoints = MaxHitPoints; }
/// <summary> /// /// </summary> /// <param name="dice"></param> public void LevelClass(Dice dice) { BaseAttackBonus = CalculateBaseAttackBonus(Classes.Sum(p => p.ClassAttackBonus)); FortitudeBaseSave = Classes.Sum(p => p.FortitudeBaseSave); ReflexBaseSave = Classes.Sum(p => p.ReflexBaseSave); WillBaseSave = Classes.Sum(p => p.WillBaseSave); HitPointDiceRollEvent = Classes[0].HitPointDiceRollEvent; HitPointLevelRolls.Add(dice.Roll(HitPointDiceRollEvent)); Classes.ForEach(p => p.Learnables.ForEach(q => Learn(q))); }