private string getHeroName(int option)
        {
            string heroName;

            switch (option)
            {
            case 1:
                heroName = new Crusader().getHeroName();
                break;

            case 2:
                heroName = new Enchantress().getHeroName();
                break;

            case 3:
                heroName = new HalfGoblin().getHeroName();
                break;

            case 4:
                heroName = new Knight().getHeroName();
                break;

            case 5:
                heroName = new Mercenary().getHeroName();
                break;

            case 6:
                heroName = new Minstrel().getHeroName();
                break;

            case 7:
                heroName = new Occultist().getHeroName();
                break;

            case 8:
                heroName = new Spellsword().getHeroName();
                break;

            default:
                heroName = "";
                break;
            }

            return(heroName);
        }
示例#2
0
        static void createImplements()
        {
            first_implement_selection = Helpers.CreateFeatureSelection("RelicHunterBaseImplementSelection",
                                                                       "Relics",
                                                                       "At 1st level, a relic hunter gains the occultist’s implements class feature and learns to use two occultist implement schools as relic schools. At 4th level and every 3 levels thereafter, the relic hunter learns to use one additional relic school drawn from the same source, gaining access to that school’s resonant power and base focus power and opening up that school’s focus powers for her to select. Like an occultist, a relic hunter can select the same school twice, but it is far less useful for her to do so.\n"
                                                                       + "Relics do not need to be magic items, and non-magical relics do not take up a magic item slot. Relics that are not magic items are often of some religious significance to the relic hunter or her church, such as the battered shield of a saint, a bishop’s robe, or the finger bone of a church martyr.",
                                                                       "",
                                                                       null,
                                                                       FeatureGroup.None
                                                                       );
            //initialize implement engines
            var schools = new SpellSchool[] { SpellSchool.Abjuration, SpellSchool.Conjuration, SpellSchool.Divination, SpellSchool.Enchantment,
                                              SpellSchool.Evocation, SpellSchool.Illusion, SpellSchool.Necromancy, SpellSchool.Transmutation,
                                              (SpellSchool)Occultist.Panoply.TrappingOfTheWarrior, (SpellSchool)Occultist.Panoply.MagesParaphernalia,
                                              (SpellSchool)Occultist.Panoply.SaintsRegalia, (SpellSchool)Occultist.Panoply.PerformersAccoutrements };

            foreach (var s in schools)
            {
                if (!Occultist.isPanoply(s))
                {
                    implement_factories[s] = new ImplementsEngine("RelicHunter", deific_focus_resource[s],
                                                                  getOccultistArray(),
                                                                  StatType.Wisdom);
                }
                else
                {
                    implement_factories[s] = new ImplementsEngine("RelicHunter", deific_focus_resource[s],
                                                                  getOccultistArray(),
                                                                  StatType.Wisdom);
                }
            }

            Dictionary <SpellSchool, (string flavor, BlueprintFeature base_power, BlueprintBuff[] resonant_power_buffs)> implement_data
                = new Dictionary <SpellSchool, (string, BlueprintFeature, BlueprintBuff[])>
                {
                { SpellSchool.Abjuration, ("Abjuration implements are objects associated with protection and wards.",
                                           implement_factories[SpellSchool.Abjuration].createMindBarrier(),
                                           new BlueprintBuff[] { implement_factories[SpellSchool.Abjuration].createWardingTalisman() }
                                           ) },