public MarauderSpecialization() { SpecName = "Marauder"; SpecCareer = BaseEotECareer.EotECareers.HIREDGUN; SpecSkills = new List<BaseEotECareer.EotESkills> { BaseEotECareer.EotESkills.COERCION, BaseEotECareer.EotESkills.MELEE, BaseEotECareer.EotESkills.RESILIENCE, BaseEotECareer.EotESkills.SURVIVAL }; SpecDescription = "Up Close and Personal\n\nMarauders don't necessarily mind shooting their opponents, but they would much rather " + "mixed up in a melee, weapons in hand, smashing and slashing their way through. Marauders are tough--probably " + "the toughest combatants in any conflict. They tend to take a great deal of punishment while dealing out far more " + "to any who dare go against them."; /* Talent Tree */ TalentA1 = new ToughenedTalent(true, 5); TalentA2 = new FrenziedAttackTalent(true, 5); TalentA3 = new FeralStrengthTalent(true, 5); TalentA4 = new LethalBlowsTalent(true, 5); TalentB1 = new FeralStrengthTalent(new List<BaseEotETalent> { TalentA1, TalentB2 }, 10); TalentB2 = new ToughenedTalent(new List<BaseEotETalent> { TalentA2, TalentB1, TalentB3 }, 10); TalentB3 = new HeroicFortitudeTalent(new List<BaseEotETalent> { TalentA3, TalentB2, TalentB4, TalentC3 }, 10); TalentB4 = new KnockdownTalent(new List<BaseEotETalent> { TalentA4, TalentB3 }, 10); TalentC1 = new EnduringTalent(new List<BaseEotETalent> { TalentC2, TalentD1 }, 15); TalentC2 = new LethalBlowsTalent(new List<BaseEotETalent> { TalentB2, TalentC1, TalentC3 }, 15); TalentC3 = new ToughenedTalent(new List<BaseEotETalent> { TalentB3, TalentC2, TalentC4 }, 15); TalentC4 = new FrenziedAttackTalent(new List<BaseEotETalent> { TalentC3, TalentD4 }, 15); TalentD1 = new ToughenedTalent(new List<BaseEotETalent> { TalentC1, TalentD2 }, 20); TalentD2 = new FeralStrengthTalent(new List<BaseEotETalent> { TalentD1, TalentD3, TalentE2 }, 20); TalentD3 = new NaturalBrawlerTalent(new List<BaseEotETalent> { TalentD2, TalentD4 }, 20); TalentD4 = new LethalBlowsTalent(new List<BaseEotETalent> { TalentC4, TalentD3 }, 20); TalentE1 = new FrenziedAttackTalent(new List<BaseEotETalent> { TalentE2 }, 25); TalentE2 = new EnduringTalent(new List<BaseEotETalent> { TalentD2, TalentE3 }, 25); TalentE3 = new DefensiveStanceTalent(new List<BaseEotETalent> { TalentD3, TalentE2 }, 25); TalentE4 = new DedicationTalent(new List<BaseEotETalent> { TalentE3 }, 25); TalentMatrix = new List<List<BaseEotETalent>> { new List<BaseEotETalent> { TalentA1, TalentA2, TalentA3, TalentA4 }, new List<BaseEotETalent> { TalentB1, TalentB2, TalentB3, TalentB4 }, new List<BaseEotETalent> { TalentC1, TalentC2, TalentC3, TalentC4 }, new List<BaseEotETalent> { TalentD1, TalentD2, TalentD3, TalentD4 }, new List<BaseEotETalent> { TalentE1, TalentE2, TalentE3, TalentE4 } }; }
public BodyguardSpecialization() { SpecName = "Bodyguard"; SpecCareer = BaseEotECareer.EotECareers.HIREDGUN; SpecSkills = new List<BaseEotECareer.EotESkills> { BaseEotECareer.EotESkills.GUNNERY, BaseEotECareer.EotESkills.PERCEPTION, BaseEotECareer.EotESkills.PILOTINGPLANETARY, BaseEotECareer.EotESkills.RANGEDHEAVY }; SpecDescription = "Personal Defender\n\nHired Guns who choose the Bodyguard specialization are excellent choices for defending both " + "people and places. They tend to be highly capable with all kinds of weaponry, extremely tough and savvy in combat, " + "and exactly the right people to get behind when blaster fire starts flying."; /* Talent Tree */ TalentA1 = new ToughenedTalent(true, 5); TalentA2 = new BarrageTalent(true, 5); TalentA3 = new DurableTalent(true, 5); TalentA4 = new GritTalent(true, 5); TalentB1 = new BodyGuardTalent(new List<BaseEotETalent> { TalentB2 }, 10); TalentB2 = new HardHeadedTalent(new List<BaseEotETalent> { TalentA2, TalentC2, TalentB3 }, 10); TalentB3 = new BarrageTalent(new List<BaseEotETalent> { TalentA3, TalentB2, TalentC3 }, 10); TalentB4 = new BraceTalent(new List<BaseEotETalent> { TalentB3 }, 10); TalentC1 = new BodyGuardTalent(new List<BaseEotETalent> { TalentB1 }, 15); TalentC2 = new SideStepTalent(new List<BaseEotETalent> { TalentB2, TalentC3, TalentD2 }, 15); TalentC3 = new DefensiveStanceTalent(new List<BaseEotETalent> { TalentB3, TalentC2, TalentD3 }, 15); TalentC4 = new BraceTalent(new List<BaseEotETalent> { TalentB4 }, 15); TalentD1 = new EnduringTalent(new List<BaseEotETalent> { TalentC1 }, 20); TalentD2 = new SideStepTalent(new List<BaseEotETalent> { TalentC2, TalentD3, TalentE2 }, 20); TalentD3 = new DefensiveStanceTalent(new List<BaseEotETalent> { TalentC3, TalentD2, TalentE3 }, 20); TalentD4 = new HardHeadedTalent(new List<BaseEotETalent> { TalentD3 }, 20); TalentE1 = new DedicationTalent(new List<BaseEotETalent> { TalentE2 }, 25); TalentE2 = new BarrageTalent(new List<BaseEotETalent> { TalentD2, TalentE3 }, 25); TalentE3 = new ToughenedTalent(new List<BaseEotETalent> { TalentD3, TalentE2 }, 25); TalentE4 = new HardHeadedImprovedTalent(new List<BaseEotETalent> { TalentD4 }, 25); TalentMatrix = new List<List<BaseEotETalent>> { new List<BaseEotETalent> { TalentA1, TalentA2, TalentA3, TalentA4 }, new List<BaseEotETalent> { TalentB1, TalentB2, TalentB3, TalentB4 }, new List<BaseEotETalent> { TalentC1, TalentC2, TalentC3, TalentC4 }, new List<BaseEotETalent> { TalentD1, TalentD2, TalentD3, TalentD4 }, new List<BaseEotETalent> { TalentE1, TalentE2, TalentE3, TalentE4 } }; }
public MechanicSpecialization() { SpecName = "Mechanic"; SpecCareer = BaseEotECareer.EotECareers.TECHNICIAN; SpecSkills = new List<BaseEotECareer.EotESkills> { BaseEotECareer.EotESkills.BRAWL, BaseEotECareer.EotESkills.MECHANICS, BaseEotECareer.EotESkills.PILOTINGSPACE, BaseEotECareer.EotESkills.SKULDUGGERY }; SpecDescription = "Making Stuff Work\n\nDepending on who is asked, Mechanics are either the glue that holds everything together or the " + "grease that makes it all go. Most Mechanics would tell you they do both, and then get back to work."; /* Talent Tree */ TalentA1 = new GearheadTalent(true, 5); TalentA2 = new ToughenedTalent(true, 5); TalentA3 = new FineTuningTalent(true, 5); TalentA4 = new SolidRepairsTalent(true, 5); TalentB1 = new RedundantSystemsTalent(new List<BaseEotETalent> { TalentA1, TalentB2, TalentC1 }, 10); TalentB2 = new SolidRepairsTalent(new List<BaseEotETalent> { TalentA2, TalentB1, TalentB3, TalentC2 }, 10); TalentB3 = new GearheadTalent(new List<BaseEotETalent> { TalentA3, TalentB2, TalentB4, TalentC3 }, 10); TalentB4 = new GritTalent(new List<BaseEotETalent> { TalentA4, TalentB3, TalentC4 }, 10); TalentC1 = new SolidRepairsTalent(new List<BaseEotETalent> { TalentB1, TalentC2, TalentD1 }, 15); TalentC2 = new EnduringTalent(new List<BaseEotETalent> { TalentB2, TalentC1, TalentC3, TalentD2 }, 15); TalentC3 = new BadMotivatorTalent(new List<BaseEotETalent> { TalentB3, TalentC2, TalentC4, TalentD3 }, 15); TalentC4 = new ToughenedTalent(new List<BaseEotETalent> { TalentB4, TalentC3, TalentD4 }, 15); TalentD1 = new ContraptionTalent(new List<BaseEotETalent> { TalentC1, TalentD2 }, 20); TalentD2 = new SolidRepairsTalent(new List<BaseEotETalent> { TalentC2, TalentD1, TalentD3 }, 20); TalentD3 = new FineTuningTalent(new List<BaseEotETalent> { TalentC3, TalentD2 }, 20); TalentD4 = new HardHeadedTalent(new List<BaseEotETalent> { TalentC4 }, 20); TalentE1 = new NaturalTinkererTalent(new List<BaseEotETalent> { TalentD1 }, 25); TalentE2 = new HoldTogetherTalent(new List<BaseEotETalent> { TalentD2 }, 25); TalentE3 = new DedicationTalent(new List<BaseEotETalent> { TalentD3 }, 25); TalentE4 = new HardHeadedImprovedTalent(new List<BaseEotETalent> { TalentD4 }, 25); TalentMatrix = new List<List<BaseEotETalent>> { new List<BaseEotETalent> { TalentA1, TalentA2, TalentA3, TalentA4 }, new List<BaseEotETalent> { TalentB1, TalentB2, TalentB3, TalentB4 }, new List<BaseEotETalent> { TalentC1, TalentC2, TalentC3, TalentC4 }, new List<BaseEotETalent> { TalentD1, TalentD2, TalentD3, TalentD4 }, new List<BaseEotETalent> { TalentE1, TalentE2, TalentE3, TalentE4 } }; }
public SurvivalistSpecialization() { SpecName = "Survivalist"; SpecCareer = BaseEotECareer.EotECareers.BOUNTYHUNTER; SpecSkills = new List<BaseEotECareer.EotESkills> { BaseEotECareer.EotESkills.XENOLOGY, BaseEotECareer.EotESkills.PERCEPTION, BaseEotECareer.EotESkills.RESILIENCE, BaseEotECareer.EotESkills.SURVIVAL }; SpecDescription = "Master of the Wild\n\nBeyond civilization, in the farthest reaches of the galaxy, there are places where " + "few (if any) sentients have ever trodden the ground. Places like these are ideal hiding places for those " + "fleeing the law or retribution for their actions. Places like these are where Bounty Hunters who specialize " + "as Survivalists thrive. "; /* Talent Tree */ TalentA1 = new ForagerTalent(true, 5); TalentA2 = new StalkerTalent(true, 5); TalentA3 = new OutdoorsmanTalent(true, 5); TalentA4 = new ExpertTrackerTalent(true, 5); TalentB1 = new OutdoorsmanTalent(new List<BaseEotETalent> { }, 10); TalentB2 = new SwiftTalent(new List<BaseEotETalent> { }, 10); TalentB3 = new HunterTalent(new List<BaseEotETalent> { }, 10); TalentB4 = new SoftSpotTalent(new List<BaseEotETalent> { }, 10); TalentC1 = new ToughenedTalent(new List<BaseEotETalent> { }, 15); TalentC2 = new ExpertTrackerTalent(new List<BaseEotETalent> { }, 15); TalentC3 = new StalkerTalent(new List<BaseEotETalent> { }, 15); TalentC4 = new NaturalOutdoorsmanTalent(new List<BaseEotETalent> { }, 15); TalentD1 = new ToughenedTalent(new List<BaseEotETalent> { }, 20); TalentD2 = new HunterTalent(new List<BaseEotETalent> { }, 20); TalentD3 = new ExpertTrackerTalent(new List<BaseEotETalent> { }, 20); TalentD4 = new BloodedTalent(new List<BaseEotETalent> { }, 20); TalentE1 = new EnduringTalent(new List<BaseEotETalent> { }, 25); TalentE2 = new DedicationTalent(new List<BaseEotETalent> { }, 25); TalentE3 = new GritTalent(new List<BaseEotETalent> { }, 25); TalentE4 = new HeroicFortitudeTalent(new List<BaseEotETalent> { }, 25); TalentB1.ParentTalents = new List<BaseEotETalent> { TalentA1, TalentB2, TalentC1 }; TalentB2.ParentTalents = new List<BaseEotETalent> { TalentA2, TalentB1, TalentB3 }; TalentB3.ParentTalents = new List<BaseEotETalent> { TalentA3, TalentB2, TalentB4, TalentC3 }; TalentB4.ParentTalents = new List<BaseEotETalent> { TalentB3, TalentC4 }; TalentC1.ParentTalents = new List<BaseEotETalent> { TalentB1 }; TalentC2.ParentTalents = new List<BaseEotETalent> { TalentB2 }; TalentC3.ParentTalents = new List<BaseEotETalent> { TalentB3, TalentC4 }; TalentC4.ParentTalents = new List<BaseEotETalent> { TalentB4, TalentC3 }; TalentD1.ParentTalents = new List<BaseEotETalent> { TalentC1, TalentE1 }; TalentD2.ParentTalents = new List<BaseEotETalent> { TalentC2 }; TalentD3.ParentTalents = new List<BaseEotETalent> { TalentC3, TalentE3 }; TalentD4.ParentTalents = new List<BaseEotETalent> { TalentC4 }; TalentE1.ParentTalents = new List<BaseEotETalent> { TalentD1, TalentE2 }; TalentE2.ParentTalents = new List<BaseEotETalent> { TalentE1, TalentE3 }; TalentE3.ParentTalents = new List<BaseEotETalent> { TalentE2, TalentD3 }; TalentE4.ParentTalents = new List<BaseEotETalent> { TalentD4 }; TalentMatrix = new List<List<BaseEotETalent>> { new List<BaseEotETalent> { TalentA1, TalentA2, TalentA3, TalentA4 }, new List<BaseEotETalent> { TalentB1, TalentB2, TalentB3, TalentB4 }, new List<BaseEotETalent> { TalentC1, TalentC2, TalentC3, TalentC4 }, new List<BaseEotETalent> { TalentD1, TalentD2, TalentD3, TalentD4 }, new List<BaseEotETalent> { TalentE1, TalentE2, TalentE3, TalentE4 } }; }