public CharBlade Create() { Blade = new CharBlade(); CalcIdeaCategory(); CalcBladePower(); ChooseBladeTemplate(); ChooseBladeAttribute(); ChooseBladeWeapon(); ChooseBladeModel(); ChooseName(); ChoosePersonality(); Blade.OrbCount = GetRandomIndex(Capacity._OrbNumProb); Blade.StatusValue = Rand.Next(Capacity.StatusRevRand) + Capacity.StatusRevCon; Blade.StatusType = (StatusType)GetRandomIndex(Tables.BTL_CmnBl_StatusType .First(x => x.WpnType == (int)Blade.WeaponType)._Status); ChooseArmorRating(); ChooseSpecials(); ChooseSpecialLv4(); ChooseBladeArts(); ChooseBattleSkills(); ChooseFieldSkills(); ChooseFavoriteCategory(); GetCrownCount(); return(Blade); }
public static string GetString(CharBlade blade) { var sb = new StringBuilder(); sb.AppendLine($"Name: {blade.Name}"); sb.AppendLine($"Element: {blade.Attribute}"); sb.AppendLine($"Weapon Type: {blade.WeaponType}"); sb.AppendLine($"Gender: {blade.Gender}"); sb.AppendLine($"Race: {blade.QuestRace}"); sb.AppendLine($"Type: {blade.CommonBladeType}"); sb.AppendLine(); sb.AppendLine($"Power: {blade.Power}"); sb.AppendLine($"Affinity Chart Nodes: {blade.AffinityNodeCount}"); sb.AppendLine($"Crowns: {blade.CrownCount}"); sb.AppendLine(); sb.AppendLine($"AUX Core Slots: {blade.OrbCount}"); sb.AppendLine($"Physical Armor Mod: {blade.PhysicalArmor}%"); sb.AppendLine($"Ether Armor Mod: {blade.EtherArmor}%"); sb.AppendLine($"Stat Mod: {blade.StatusType} {blade.StatusValue}%"); sb.AppendLine(); sb.AppendLine($"Voice ID: {blade.VoiceId}"); sb.AppendLine($"Personality ID: {blade.Personality.Id}"); sb.AppendLine(); for (int i = 0; i < blade.FavCategories?.Length; i++) { sb.AppendLine($"Favorite Category {i + 1}: {blade.FavCategories[i].ToString()}"); } for (int i = 0; i < blade.FavItems?.Length; i++) { sb.AppendLine($"Favorite Item {i + 1}: {blade.FavItems[i]._Name.name}"); } sb.AppendLine(); for (int i = 0; i < blade.BArts?.Count; i++) { sb.AppendLine($"Special {i + 1}: {blade.BArts[i].Name} Lv.{blade.BArts[i].MaxLevel}"); } sb.AppendLine($"Special 4: {blade.BArtEx?.Name}"); sb.AppendLine($"Special 4 Mod: {blade.BArtEx?.BArtExRev * 0.01}"); sb.AppendLine(); for (int i = 0; i < blade.NArts?.Count; i++) { Art art = blade.NArts[i]; sb.AppendLine($"Blade Art {i + 1}: {art.Name}"); } sb.AppendLine(); for (int i = 0; i < blade.BSkills?.Count; i++) { sb.AppendLine($"Battle Skill {i + 1}: {blade.BSkills[i].Name} Lv.{blade.BSkills[i].MaxLevel}"); } sb.AppendLine(); for (int i = 0; i < blade.FSkills?.Count; i++) { sb.AppendLine($"Field Skill {i + 1}: {blade.FSkills[i].Name} Lv.{blade.FSkills[i].MaxLevel}"); } return(sb.ToString()); }