public string NameGen() { NpcBio = gameObject.GetComponent <CharBio>(); if (NpcBio.professionType == CharBuilder.ProfessionType.FactionLeader) { NpcBio.displayName = FactionManager.facts[NpcBio.factionList].leaderTitle; } if (Chance(NpcBio.charStr) && IsGoodMoral()) { return(RandomFromList(MoralStrongNickNames)); } if (Chance(NpcBio.charStr)) { return(RandomFromList(strongNickNames)); } if (Chance(NpcBio.charDex)) { return(RandomFromList(dexNickNames)); } if (Chance(NpcBio.piety)) { return(RandomFromList(religionGenericNickName)); } if (Chance(NpcBio.maxHealth)) { return(RandomFromList(maxHealthGenericNickName)); } return(NpcBio.displayName); }
public Character(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats) { this.attacks = attacks; this.bio = bio; this.inv = inv; this.stats = stats; }
// Update is called once per frame //void Update () { // //} public void BuildNow() { // Debug.Log("Starting debug"); CharBio NpcBio = gameObject.GetComponent <CharBio>(); Debug.Log(NpcBio.charStr); NpcBio.charStr = Random.Range(80f, 110f); NpcBio.charSpd = Random.Range(0.9f, 1.05f); NpcBio.charCharisma = Random.Range(90f, 105f); NpcBio.charLuck = Random.Range(.8f, 1.1f); NpcBio.maxHealth = Random.Range(90f, 105f); NpcBio.maxThirst = Random.Range(90f, 105f); NpcBio.maxHunger = Random.Range(90f, 105f); NpcBio.maxEnergy = Random.Range(90f, 105f); Debug.Log(NpcBio.charStr); switch (NpcBio.professionType) { case ProfessionType.Soldier: NpcBio.charStr += Random.Range(1f, 10f); NpcBio.charCharisma -= 2f; NpcBio.aggressionLevel += 6f; Debug.Log(NpcBio.displayName + " is a soldier"); break; case ProfessionType.FactionLeader: NpcBio.charCharisma += Random.Range(3f, 12f); NpcBio.charSpd *= 0.95f; NpcBio.charStr += Random.Range(1f, 6f); Debug.Log(NpcBio.displayName + " is a faction leader"); break; case ProfessionType.Farmer: NpcBio.charSpd *= 0.95f; NpcBio.charStr += Random.Range(1f, 6f); break; default: Debug.Log("No profession"); break; } if (NpcBio.isMale == true) { NpcBio.charStr += Random.Range(4f, 7f); NpcBio.charDex -= Random.Range(1f, 4f); } else { NpcBio.charCharisma += Random.Range(1f, 6f); NpcBio.charSpd *= 1.05f; NpcBio.charStr -= Random.Range(1f, 7f); NpcBio.charDex += 2f; } gameObject.GetComponent <CharBio>().Invoke("DoneGen", 1); }
public void Start() { charBio = gameObject.GetComponent <CharBio>(); }
public PlayerCharacter(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats, Equipment equipment) : base(attacks, bio, inv, stats) { this.equipment = equipment; }
public Enemy(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats) : base(attacks, bio, inv, stats) { }
private void Start() { NpcBio = gameObject.GetComponent <CharBio>(); }