private void btnSkillTable_Click(object sender, EventArgs e) { SkillTable frm = new SkillTable(); //frm.SetID(m_strID); frm.Show(this); }
public LuaInterface() { LoadSkillInfoZ(); LoadJobInfo(); LoadAccessoryInfo(); ItemTable.LoadItemDb(); SkillTable.LoadSkillData(); }
public void UseSkill(int idx) { PetData data = DataManager.GetInstance().GetSelectedPetData(idx); SkillTable skill = DataManager.GetInstance().GetSkillTable(data.activeSkillType); bActingSkill = true; UseSkillPopup popup = PopupSystem.GetPopup <UseSkillPopup>(Define.PopupType.UseSkill); popup.SetData(data, () => { skillData[idx].nowCooltime = 0; skillData[idx].useSkillCount++; scoreAssistance.SetSkillPointMode(); nowUseSkill = skill.skillType; switch (skill.skillType) { case Define.SkillType.StopTime: gameTimeAssistance.FreezeTime(skill.GetSkillValue(data.aSkillLv)); AfterUseSkill(); break; case Define.SkillType.BrokenTiles: mapAssistance.AllBlocksDown(AfterUseSkill); break; case Define.SkillType.ClearAllTiles: mapAssistance.ClearAllBlocks(AfterUseSkill); break; case Define.SkillType.DoubleScore: scoreAssistance.SetMultiBonus( DataManager.GetDesignValue(Define.GameDesign.DoubleSkillScoreBonus), skill.GetSkillValue(data.aSkillLv) ); AfterUseSkill(); break; case Define.SkillType.FillLines: mapAssistance.ChangeTileTypeToFillLines(idx, AfterUseSkill); break; case Define.SkillType.ChangePuzzles: mapAssistance.ChangeAllPuzzles(AfterUseSkill); break; default: Debug.Log("something is wrong"); AfterUseSkill(); break; } }); PopupSystem.OpenPopup(Define.PopupType.UseSkill); }
private void Intialise() { RankNumber = 0; TermSkills = 1; terms = dice.roll(2) + 4; Name = Resources.Career_Military; if (solomani) { minTL = dice.roll(2) + 3; } else { minTL = dice.roll(2) + 4; } var table = new SkillTable(); SkillTables[0] = table; table.Name = Resources.Table_BasicSkills; var skills = table.Skills; skills[0] = SkillLibrary.HitsU; skills[1] = SkillLibrary.HitsU; skills[2] = SkillLibrary.Brawling; skills[3] = SkillLibrary.Int; skills[4] = SkillLibrary.Int; skills[5] = SkillLibrary.WaldoOps; table = new SkillTable(); SkillTables[1] = table; table.Name = Resources.Table_MilitarySkills; skills = table.Skills; skills[0] = SkillLibrary.Brawling; skills[1] = SkillLibrary.Brawling; skills[2] = SkillLibrary.Recon; skills[3] = SkillLibrary.WaldoOps; skills[4] = SkillLibrary.Tactics; skills[5] = SkillLibrary.CombatEngineering; table = new SkillTable(); SkillTables[2] = table; table.Available = false; table = new SkillTable(); SkillTables[3] = table; table.Available = false; Material.Add(BenefitLibrary.Nothing); Material.Add(BenefitLibrary.Nothing); Material.Add(BenefitLibrary.Int); Material.Add(BenefitLibrary.Int); Material.Add(BenefitLibrary.Verbalization); Material.Add(BenefitLibrary.WaldoSet); Ranks[0] = Resources.Rank_Dolphin; }
public MemoryDatabase( PersonTable PersonTable, SkillTable SkillTable, SkillParameterTable SkillParameterTable ) { this.PersonTable = PersonTable; this.SkillTable = SkillTable; this.SkillParameterTable = SkillParameterTable; }
public void Unpack(BinaryReader reader) { BaseQualities.Unpack(reader); Flags = reader.ReadUInt32(); HasHealth = reader.ReadBool32(); if ((Flags & 0x00000001) != 0) { AttribCache.Unpack(reader); } if ((Flags & 0x00000002) != 0) { SkillTable.Unpack(reader); } if ((Flags & 0x00000004) != 0) { Body.Unpack(reader); } if ((Flags & 0x00000100) != 0) { SpellBook.Unpack(reader); } if ((Flags & 0x00000200) != 0) { EnchantmentRegistry.Unpack(reader); } if ((Flags & 0x00000008) != 0) { Filter.Unpack(reader); } if ((Flags & 0x00000010) != 0) { Table.Unpack(reader); } if ((Flags & 0x00000020) != 0) { CreationProfile.Unpack(reader); } if ((Flags & 0x00000040) != 0) { PageDataList.Unpack(reader); } if ((Flags & 0x00000080) != 0) { GeneratorTable.Unpack(reader); } if ((Flags & 0x00000400) != 0) { GeneratorRegistry.Unpack(reader); } if ((Flags & 0x00000800) != 0) { GeneratorQueue.Unpack(reader); } }
public int GetMaxSkillCoolTime() { SkillTable skill = GetActiveSkill(); if (skill != null) { return(skill.GetSkillCoolTime(aSkillLv)); } Util.DebugLog("something is wrong"); return(9999); }
public string GetSkillIcon(Define.SkillType skillType) { SkillTable skill = GetSkillTable(skillType); if (skill != null) { return(skill.skillIcon); } Debug.Log("NOSKILL : " + skillType.ToString()); return(""); }
public string GetSkillInfo(Define.SkillType skillType, int skillLevel) { SkillTable skill = DataManager.GetInstance().GetSkillTable(skillType); if (skill != null && skillDic.ContainsKey(skill.skillType)) { return(skillDic[skill.skillType].GetSkillInfoText(skillLevel)); } Debug.Log("NOSKILL" + skillType.ToString()); return(""); }
public void Pack(BinaryWriter writer) { BaseQualities.Pack(writer); writer.Write(Flags); writer.WriteBool32(HasHealth); if ((Flags & 0x00000001) != 0) { AttribCache.Pack(writer); } if ((Flags & 0x00000002) != 0) { SkillTable.Pack(writer); } if ((Flags & 0x00000004) != 0) { Body.Pack(writer); } if ((Flags & 0x00000100) != 0) { SpellBook.Pack(writer); } if ((Flags & 0x00000200) != 0) { EnchantmentRegistry.Pack(writer); } if ((Flags & 0x00000008) != 0) { Filter.Pack(writer); } if ((Flags & 0x00000010) != 0) { Table.Pack(writer); } if ((Flags & 0x00000020) != 0) { CreationProfile.Pack(writer); } if ((Flags & 0x00000040) != 0) { PageDataList.Pack(writer); } if ((Flags & 0x00000080) != 0) { GeneratorTable.Pack(writer); } if ((Flags & 0x00000400) != 0) { GeneratorRegistry.Pack(writer); } if ((Flags & 0x00000800) != 0) { GeneratorQueue.Pack(writer); } }
private void Avatar_OnLevelChanged(HCI_Project.Library.Avatar avatar) { List <Skill> skills = SkillTable.RandomTakeUpgradableSkills(avatar, 3).ToList(); Time.timeScale = 0; Global.Player.RequestManager.RemoteOperation(Global.DeviceCode, (byte)RemoteOperationCode.ShowUpgradeSkillPanel, new System.Collections.Generic.Dictionary <byte, object> { { 0, skills[0].SkillID }, { 1, skills[1].SkillID }, { 2, skills[2].SkillID } }); }
public void ReplaceAll(System.Collections.Generic.IList <Skill> data) { var newData = CloneAndSortBy(data, x => x.SkillID, System.Collections.Generic.Comparer <int> .Default); var table = new SkillTable(newData); memory = new MemoryDatabase( memory.PersonTable, table, memory.SkillParameterTable ); }
public void Diff(Skill[] addOrReplaceData) { var data = DiffCore(memory.SkillTable.GetRawDataUnsafe(), addOrReplaceData, x => x.SkillID, System.Collections.Generic.Comparer <int> .Default); var newData = CloneAndSortBy(data, x => x.SkillID, System.Collections.Generic.Comparer <int> .Default); var table = new SkillTable(newData); memory = new MemoryDatabase( memory.PersonTable, table, memory.SkillParameterTable ); }
public void RemoveSkill(int[] keys) { var data = RemoveCore(memory.SkillTable.GetRawDataUnsafe(), keys, x => x.SkillID, System.Collections.Generic.Comparer <int> .Default); var newData = CloneAndSortBy(data, x => x.SkillID, System.Collections.Generic.Comparer <int> .Default); var table = new SkillTable(newData); memory = new MemoryDatabase( memory.PersonTable, table, memory.SkillParameterTable ); }
private void EventManager_OnRemoteOperation(HCI_Project.Protocol.DeviceCode deviceCode, byte operationCode, System.Collections.Generic.Dictionary <byte, object> parameters) { switch ((RemoteOperationCode)operationCode) { case RemoteOperationCode.UpgradeSkill: int skillID = (int)parameters[0]; SkillTable.GetSkill(skillID).Learn(Global.Avatar); Time.timeScale = 1; break; case RemoteOperationCode.GameOver: SceneManager.LoadScene("Main_Head"); break; } }
public Civilian() : base(false) { RankNumber = 0; TermSkills = 1; terms = dice.roll(2); Name = Resources.Career_Civilian; var table = new SkillTable(); SkillTables[0] = table; table.Name = Resources.Table_BasicSkills; var skills = table.Skills; skills[0] = SkillLibrary.HitsU; skills[1] = SkillLibrary.HitsU; skills[2] = SkillLibrary.Brawling; skills[3] = SkillLibrary.Int; skills[4] = SkillLibrary.Int; skills[5] = SkillLibrary.WaldoOps; table = new SkillTable(); SkillTables[1] = table; table.Name = Resources.Table_CivilianSkills; skills = table.Skills; skills[0] = SkillLibrary.Herding; skills[1] = SkillLibrary.Herding; skills[2] = SkillLibrary.Hunting; skills[3] = SkillLibrary.Brawling; skills[4] = SkillLibrary.Survival; skills[5] = SkillLibrary.WaldoOps; table = new SkillTable(); SkillTables[2] = table; table.Available = false; table = new SkillTable(); SkillTables[3] = table; table.Available = false; Material.Add(BenefitLibrary.Nothing); Material.Add(BenefitLibrary.Nothing); Material.Add(BenefitLibrary.Int); Material.Add(BenefitLibrary.Int); Material.Add(BenefitLibrary.Verbalization); Material.Add(BenefitLibrary.WaldoSet); Ranks[0] = Resources.Rank_Dolphin; }
public void Init(short job, List <SkillInfo> skills) { OwnedSkillsInfos.AddRange(skills); var tree = SkillTable.GetSkillTree(job); if (tree != null) { //OwnedTree = tree // .Select(j => j // .Select(tr => new KeyValuePair<int, SkillInfo>(tr.Key, OwnedSkillsInfos.Find(a => a.SkillID == tr.Value)) // ).ToDictionary(t => t.Key, t => t.Value)) // .ToList(); ClassTree = tree; } MapUiController.Instance.SkillWindow.UpdateSkills(); }
void GuardInitMyData() { if (m_typeList.Count == 0) { m_typeList.Add(typeof(UnityEngine.Collider)); } if (m_heroTabel == null) { TextAsset asset = GameData.LoadConfig <TextAsset>("HeroInfoTable"); m_heroTabel = new HeroInfoTable(); m_heroTabel.Load(asset.bytes); m_nameList.Clear(); m_idList.Clear(); foreach (var item in m_heroTabel.m_list.Values) { m_nameList.Add(item.ID + "-" + item.StrName); m_idList.Add(item.ID); } } if (m_npcTabel == null) { TextAsset asset = GameData.LoadConfig <TextAsset>("NPCInfoTable"); m_npcTabel = new NPCInfoTable(); m_npcTabel.Load(asset.bytes); } if (m_modelTable == null) { TextAsset obj = GameData.LoadConfig <TextAsset>("ModelInfoTable"); m_modelTable = new ModelInfoTable(); m_modelTable.Load(obj.bytes); } if (m_weaponTable == null) { TextAsset obj = GameData.LoadConfig <TextAsset>("WeaponInfoTable"); m_weaponTable = new WeaponInfoTable(); m_weaponTable.Load(obj.bytes); } if (m_skillTable == null) { TextAsset obj = GameData.LoadConfig <TextAsset>("SkillTable"); m_skillTable = new SkillTable(); m_skillTable.Load(obj.bytes); } }
private void EventManager_OnRemoteOperation(HCI_Project.Protocol.DeviceCode deviceCode, byte operationCode, System.Collections.Generic.Dictionary <byte, object> parameters) { switch ((RemoteOperationCode)operationCode) { case RemoteOperationCode.ShowUpgradeSkillPanel: List <Skill> skills = new List <Skill> { SkillTable.GetSkill((int)parameters[0]), SkillTable.GetSkill((int)parameters[1]), SkillTable.GetSkill((int)parameters[2]) }; Show(skills); break; case RemoteOperationCode.UpgradeSkill: Close(); break; } }
private void OnClickSkillIcon(bool bActiveSkill) { if (petData == null) { return; } skillData = bActiveSkill ? petData.GetActiveSkill() : petData.GetPassiveSkill(); if (skillData == null) { return; } SoundManager.GetInstance().PlaySound(Define.SoundType.Click); SkillInfoPopup popup = PopupSystem.GetPopup <SkillInfoPopup>(Define.PopupType.SkillInfo); popup.SetData(petData, skillData, UpgradeSkill); PopupSystem.OpenPopup(Define.PopupType.SkillInfo); }
public bool CanUseSkill(int idx) { if (!GameManager.IsPlaying() || bActingSkill) { return(false); } if (!IsFullSkillGage(idx)) { return(false); } PetData data = DataManager.GetInstance().GetSelectedPetData(idx); if (data == null) { return(false); } SkillTable skill = DataManager.GetInstance().GetSkillTable(data.activeSkillType); if (skill == null) { return(false); } return(true); }
public SurveyScout() { Name = Resources.Career_SurveyScout; hasRanks = true; enlistment = 7; enlistmentattr = "STR"; survival = 7; survivalattr = "END"; position = 4; positionattr = "INT"; promotion = 8; promotionattr = "END"; reenlist = 3; medicalBand = 2; Ranks[0] = Resources.Rank_Scout; Ranks[1] = Resources.Rank_SeniorScout; Ranks[2] = Resources.Rank_Supervisor; Ranks[3] = Resources.Rank_MissionSpecialist; Ranks[4] = Resources.Rank_SeniorMissionSpecialist; Ranks[5] = Resources.Rank_MissionChief; Ranks[6] = Resources.Rank_OperationsChief; Material.Add(BenefitLibrary.StandardTicket); Material.Add(CharacterGeneration.BenefitLibrary.Int2); Material.Add(CharacterGeneration.BenefitLibrary.Edu); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(BenefitLibrary.EliteTicket); Material.Add(BenefitLibrary.StarEnvoyClubMember); Hostile.Culture.InitCashBenefits(this); var table = new SkillTable(); SkillTables[0] = table; table.Name = Cepheus.Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Str; skills[1] = CharacterGeneration.SkillLibrary.Dex; skills[2] = CharacterGeneration.SkillLibrary.End; skills[3] = CharacterGeneration.SkillLibrary.Int; skills[4] = CharacterGeneration.SkillLibrary.Edu; skills[5] = SkillLibrary.GunCombat; table = new SkillTable(); SkillTables[1] = table; table.Name = Cepheus.Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = SkillLibrary.Vehicle; skills[1] = CharacterGeneration.SkillLibrary.VaccSuit; skills[2] = CharacterGeneration.SkillLibrary.Mechanical; skills[3] = SkillLibrary.Mining; skills[4] = CharacterGeneration.SkillLibrary.Communications; skills[5] = SkillLibrary.Mining; table = new SkillTable(); SkillTables[2] = table; table.Name = Cepheus.Resources.Table_Specialist; skills = table.Skills; skills[0] = SkillLibrary.Vehicle; skills[1] = CharacterGeneration.SkillLibrary.Mechanical; skills[2] = CharacterGeneration.SkillLibrary.Electronics; skills[3] = SkillLibrary.Investigate; skills[4] = Cepheus.SkillLibrary.Gunnery; skills[5] = CharacterGeneration.SkillLibrary.Medic; table = new SkillTable(); SkillTables[3] = table; table.Name = Cepheus.Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Medic; skills[1] = CharacterGeneration.SkillLibrary.Navigation; skills[2] = CharacterGeneration.SkillLibrary.Engineering; skills[3] = CharacterGeneration.SkillLibrary.Computer; skills[4] = CharacterGeneration.SkillLibrary.Pilot; skills[5] = CharacterGeneration.SkillLibrary.JackOfTrades; }
public int TableModifier(Character character, CharacterGeneration.Career career, SkillTable table) { return(0); }
public Management() { Name = Resources.Career_Management; TermSkills = 2; Array.Resize(ref skillTables, 3); enlistment = 8; survival = 7; survival2attr = "INT"; survival2val = 8; position = 9; position1attr = "EDU"; position1val = 8; promotion = 8; promotion1attr = "INT"; promotion1val = 8; reenlist = 5; var table = new SkillTable(); SkillTables[0] = table; table.Name = Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = null; skills[1] = CharacterGeneration.SkillLibrary.Str; skills[2] = CharacterGeneration.SkillLibrary.Dex; skills[3] = CharacterGeneration.SkillLibrary.End; skills[4] = CharacterGeneration.SkillLibrary.Tolerance; skills[5] = CharacterGeneration.SkillLibrary.Broker; table = new SkillTable(); SkillTables[1] = table; table.Name = Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = null; skills[1] = CharacterGeneration.SkillLibrary.Broker; skills[2] = CharacterGeneration.SkillLibrary.Trader; skills[3] = SkillLibrary.GunCombat; skills[4] = CharacterGeneration.SkillLibrary.Tolerance; skills[5] = CharacterGeneration.SkillLibrary.Admin; table = new SkillTable(); SkillTables[2] = table; table.Name = Resources.Table_ServiceSkillsFemale; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Admin; skills[1] = CharacterGeneration.SkillLibrary.Bribery; skills[2] = CharacterGeneration.SkillLibrary.Broker; skills[3] = CharacterGeneration.SkillLibrary.Trader; skills[4] = CharacterGeneration.SkillLibrary.Streetwise; skills[5] = CharacterGeneration.SkillLibrary.CombatEngineering; Material.Add(BenefitLibrary.LowPsg); Material.Add(BenefitLibrary.Int); Material.Add(BenefitLibrary.Edu2); Material.Add(BenefitLibrary.MidPsg); Material.Add(BenefitLibrary.Weapon); Material.Add(BenefitLibrary.MidPsg); Material.Add(BenefitLibrary.Trader); Cash[0] = 5000; Cash[1] = 5000; Cash[2] = 10000; Cash[3] = 20000; Cash[4] = 20000; Cash[5] = 40000; Cash[6] = 100000; Ranks[0] = Resources.Rank_Clerk; Ranks[1] = Resources.Rank_Adminstrator; Ranks[2] = Resources.Rank_Supervisor; Ranks[3] = Resources.Rank_Manager; Ranks[4] = Resources.Rank_Executive; Ranks[5] = Resources.Rank_Officer; Ranks[6] = Resources.Rank_Director; }
public Navy() { Name = Resources.Career_Navy; hasRanks = true; enlistment = 6; enlistmentattr = "INT"; survival = 5; survivalattr = "INT"; position = 7; positionattr = "SOC"; promotion = 6; promotionattr = "EDU"; reenlist = 5; medicalBand = 1; Material.Add(CharacterGeneration.BenefitLibrary.LowPsg); Material.Add(CharacterGeneration.BenefitLibrary.Edu); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.MidPsg); Material.Add(CharacterGeneration.BenefitLibrary.Soc); Material.Add(CharacterGeneration.BenefitLibrary.HighPsg); Material.Add(BenefitLibrary.ExplorersSociety); Cash[0] = 1000; Cash[1] = 5000; Cash[2] = 10000; Cash[3] = 10000; Cash[4] = 20000; Cash[5] = 50000; Cash[6] = 50000; var table = new SkillTable(); SkillTables[0] = table; table.Name = Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Str; skills[1] = CharacterGeneration.SkillLibrary.Dex; skills[2] = CharacterGeneration.SkillLibrary.End; skills[3] = CharacterGeneration.SkillLibrary.Int; skills[4] = CharacterGeneration.SkillLibrary.ZeroGCombat; skills[5] = SkillLibrary.MeleeCombat; table = new SkillTable(); SkillTables[1] = table; table.Name = Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Communications; skills[1] = CharacterGeneration.SkillLibrary.Engineering; skills[2] = SkillLibrary.GunCombat; skills[3] = SkillLibrary.Gunnery; skills[4] = SkillLibrary.MeleeCombat; skills[5] = SkillLibrary.Vehicle; table = new SkillTable(); SkillTables[2] = table; table.Name = Resources.Table_Specialist; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Gravitics; skills[1] = CharacterGeneration.SkillLibrary.JackOfTrades; skills[2] = SkillLibrary.MeleeCombat; skills[3] = CharacterGeneration.SkillLibrary.Navigation; skills[4] = CharacterGeneration.SkillLibrary.Leader; skills[5] = CharacterGeneration.SkillLibrary.Pilot; table = new SkillTable(); SkillTables[3] = table; table.Name = Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = SkillLibrary.Advocate; skills[1] = CharacterGeneration.SkillLibrary.Computer; skills[2] = CharacterGeneration.SkillLibrary.Engineering; skills[3] = CharacterGeneration.SkillLibrary.Medic; skills[4] = CharacterGeneration.SkillLibrary.Navigation; skills[5] = CharacterGeneration.SkillLibrary.Tactics; Ranks[0] = Resources.Rank_Starman; Ranks[1] = Resources.Rank_Midshipman; Ranks[2] = Resources.Rank_Lieutenant; Ranks[3] = Resources.Rank_LtCommander; Ranks[4] = Resources.Rank_Commander; Ranks[5] = Resources.Rank_Captain; Ranks[6] = Resources.Rank_Commodore; }
public Drifter() { Name = Resources.Career_Drifter; hasRanks = false; enlistment = 5; enlistmentattr = "DEX"; survival = 5; survivalattr = "END"; reenlist = 5; medicalBand = 3; Material.Add(CharacterGeneration.BenefitLibrary.LowPsg); Material.Add(CharacterGeneration.BenefitLibrary.Int); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.MidPsg); Material.Add(CharacterGeneration.BenefitLibrary.MidPsg); Cash[0] = 0; Cash[1] = 1000; Cash[2] = 2000; Cash[3] = 2000; Cash[4] = 5000; Cash[5] = 10000; Cash[6] = 10000; var table = new SkillTable(); SkillTables[0] = table; table.Name = Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Str; skills[1] = CharacterGeneration.SkillLibrary.Dex; skills[2] = CharacterGeneration.SkillLibrary.End; skills[3] = SkillLibrary.MeleeCombat; skills[4] = CharacterGeneration.SkillLibrary.Bribery; skills[5] = CharacterGeneration.SkillLibrary.Gambling; table = new SkillTable(); SkillTables[1] = table; table.Name = Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Streetwise; skills[1] = CharacterGeneration.SkillLibrary.Mechanical; skills[2] = SkillLibrary.GunCombat; skills[3] = SkillLibrary.MeleeCombat; skills[4] = CharacterGeneration.SkillLibrary.Recon; skills[5] = SkillLibrary.Vehicle; table = new SkillTable(); SkillTables[2] = table; table.Name = Resources.Table_Specialist; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Electronics; skills[1] = SkillLibrary.MeleeCombat; skills[2] = CharacterGeneration.SkillLibrary.Bribery; skills[3] = CharacterGeneration.SkillLibrary.Streetwise; skills[4] = CharacterGeneration.SkillLibrary.Gambling; skills[5] = CharacterGeneration.SkillLibrary.Recon; table = new SkillTable(); SkillTables[3] = table; table.Name = Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Computer; skills[1] = CharacterGeneration.SkillLibrary.Engineering; skills[2] = CharacterGeneration.SkillLibrary.JackOfTrades; skills[3] = CharacterGeneration.SkillLibrary.Medic; skills[4] = CharacterGeneration.SkillLibrary.Liason; skills[5] = CharacterGeneration.SkillLibrary.Tactics; Ranks[0] = Resources.Rank_Drifter; }
public MilitaryWitch() { Name = Resources.Career_MilitaryWitch; hasRanks = true; psionicTrained = true; enlistment = 5; enlistmentattr = "PSI"; survival = 5; survivalattr = "END"; position = 6; positionattr = "PSI"; promotion = 7; promotionattr = "EDU"; reenlist = 5; medicalBand = 1; Ranks[0] = Resources.Rank_Private; Ranks[1] = Cepheus.Resources.Rank_Lieutenant; Ranks[2] = Cepheus.Resources.Rank_Captain; Ranks[3] = Cepheus.Resources.Rank_Major; Ranks[4] = Cepheus.Resources.Rank_LtColonel; Ranks[5] = Cepheus.Resources.Rank_Colonel; Ranks[6] = Cepheus.Resources.Rank_General; Material.Add(CharacterGeneration.BenefitLibrary.LowPsg); Material.Add(CharacterGeneration.BenefitLibrary.Int); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.MidPsg); Material.Add(CharacterGeneration.BenefitLibrary.Weapon); Material.Add(CharacterGeneration.BenefitLibrary.HighPsg); Material.Add(CharacterGeneration.BenefitLibrary.Soc); Cash[0] = 1000; Cash[1] = 5000; Cash[2] = 10000; Cash[3] = 10000; Cash[4] = 20000; Cash[5] = 50000; Cash[6] = 50000; NCORanks[0] = Resources.Rank_Private; NCORanks[1] = Resources.Rank_LanceCorporal; NCORanks[2] = Resources.Rank_Corporal; NCORanks[3] = Resources.Rank_Sergeant; NCORanks[4] = Resources.Rank_StaffSergeant; NCORanks[5] = Resources.Rank_CompanySergeantMajor; NCORanks[6] = Resources.Rank_RegimentalSergeantMajor; var table = new SkillTable(); SkillTables[0] = table; table.Name = Cepheus.Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Str; skills[1] = CharacterGeneration.SkillLibrary.Dex; skills[2] = CharacterGeneration.SkillLibrary.End; skills[3] = CharacterGeneration.SkillLibrary.Psi; skills[4] = Cepheus.SkillLibrary.MeleeCombat; skills[5] = Cepheus.SkillLibrary.Vehicle; table = new SkillTable(); SkillTables[1] = table; table.Name = Cepheus.Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = SkillLibrary.Psionics; skills[1] = Cepheus.SkillLibrary.GunCombat; skills[2] = Cepheus.SkillLibrary.Awareness; skills[3] = Cepheus.SkillLibrary.MeleeCombat; skills[4] = CharacterGeneration.SkillLibrary.Recon; skills[5] = CharacterGeneration.SkillLibrary.BattleDress; table = new SkillTable(); SkillTables[2] = table; table.Name = Cepheus.Resources.Table_Specialist; skills = table.Skills; skills[0] = CharacterGeneration.SkillLibrary.Communications; skills[1] = SkillLibrary.Psionics; skills[2] = Cepheus.SkillLibrary.GunCombat; skills[3] = Cepheus.SkillLibrary.MeleeCombat; skills[4] = CharacterGeneration.SkillLibrary.Survival; skills[5] = CharacterGeneration.SkillLibrary.Vehicle; table = new SkillTable(); SkillTables[3] = table; table.Name = Cepheus.Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = SkillLibrary.Psionics; skills[1] = CharacterGeneration.SkillLibrary.Computer; skills[2] = CharacterGeneration.SkillLibrary.JackOfTrades; skills[3] = CharacterGeneration.SkillLibrary.Medic; skills[4] = CharacterGeneration.SkillLibrary.Leader; skills[5] = CharacterGeneration.SkillLibrary.Tactics; }
static TableLocator() { CharacterTable = new CharacterTable("Table/Character"); SkillTable = new SkillTable("Table/Skill"); }
public Flyer() { Name = Resources.Career_Flyer; RankNumber = 0; TermSkills = 2; enlistment = 6; enlistment1attr = "STR"; enlistment1val = 7; enlistment2attr = "DEX"; enlistment2val = 9; survival = 5; survival2attr = "DEX"; survival2val = 8; position = 5; position1attr = "EDU"; position1val = 6; promotion = 8; promotion1attr = "EDU"; promotion1val = 8; reenlist = 6; var table = new SkillTable(); SkillTables[0] = table; table.Name = Properties.Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = SkillLibrary.Str; skills[1] = SkillLibrary.Dex; skills[2] = SkillLibrary.Int; skills[3] = SkillLibrary.Gambling; skills[4] = SkillLibrary.Brawling; skills[5] = SkillLibrary.Carousing; table = new SkillTable(); SkillTables[1] = table; table.Name = Properties.Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = SkillLibrary.Brawling; skills[1] = SkillLibrary.VaccSuit; skills[2] = SkillLibrary.GunCombat; skills[3] = SkillLibrary.Vehicle; skills[4] = SkillLibrary.Vehicle; skills[5] = SkillLibrary.Vehicle; table = new SkillTable(); SkillTables[2] = table; table.Name = Properties.Resources.Table_Education; skills = table.Skills; skills[0] = SkillLibrary.Aircraft; skills[1] = SkillLibrary.Mechanical; skills[2] = SkillLibrary.Electronics; skills[3] = SkillLibrary.Gravitics; skills[4] = SkillLibrary.GunCombat; skills[5] = SkillLibrary.Survival; table = new SkillTable(); SkillTables[3] = table; table.Name = Properties.Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = SkillLibrary.Medic; skills[1] = SkillLibrary.Leader; skills[2] = SkillLibrary.Pilot; skills[3] = SkillLibrary.Computer; skills[4] = SkillLibrary.Admin; skills[5] = SkillLibrary.JackOfTrades; Material.Add(BenefitLibrary.LowPsg); Material.Add(BenefitLibrary.Edu); Material.Add(BenefitLibrary.Weapon); Material.Add(BenefitLibrary.Weapon); Material.Add(BenefitLibrary.HighPsg); Material.Add(BenefitLibrary.MidPsg); Material.Add(BenefitLibrary.Soc); Cash[0] = 2000; Cash[1] = 5000; Cash[2] = 10000; Cash[3] = 10000; Cash[4] = 10000; Cash[5] = 20000; Cash[6] = 30000; Ranks[0] = Resources.Rank_Flyer; Ranks[1] = Resources.Rank_Pilot; Ranks[2] = Resources.Rank_FlightLeader; Ranks[3] = Resources.Rank_SquadronLeader; Ranks[4] = Resources.Rank_StaffMajor; Ranks[5] = Resources.Rank_GroupLeader; Ranks[6] = Resources.Rank_AirMarshall; }
public Doctor() { Name = Resources.Career_Doctor; RankNumber = 0; TermSkills = 3; enlistment = 8; enlistment1attr = "INT"; enlistment1val = 8; enlistment2attr = "DEX"; enlistment2val = 9; survival = 3; survival2attr = "INT"; survival2val = 8; reenlist = 4; hasRanks = false; var table = new SkillTable(); SkillTables[0] = table; table.Name = Properties.Resources.Table_PersonalDevelopment; var skills = table.Skills; skills[0] = SkillLibrary.Str; skills[1] = SkillLibrary.Dex; skills[2] = SkillLibrary.End; skills[3] = SkillLibrary.Int; skills[4] = SkillLibrary.Edu; skills[5] = SkillLibrary.Soc; table = new SkillTable(); SkillTables[1] = table; table.Name = Properties.Resources.Table_ServiceSkills; skills = table.Skills; skills[0] = SkillLibrary.Dex; skills[1] = SkillLibrary.Electronics; skills[2] = SkillLibrary.Medic; skills[3] = SkillLibrary.Streetwise; skills[4] = SkillLibrary.Medic; skills[5] = SkillLibrary.BladeCombat; table = new SkillTable(); SkillTables[2] = table; table.Name = Properties.Resources.Table_Education; skills = table.Skills; skills[0] = SkillLibrary.Medic; skills[1] = SkillLibrary.Medic; skills[2] = SkillLibrary.Mechanical; skills[3] = SkillLibrary.Electronics; skills[4] = SkillLibrary.Computer; skills[5] = SkillLibrary.Admin; table = new SkillTable(); SkillTables[3] = table; table.Name = Properties.Resources.Table_AdvancedEducation; skills = table.Skills; skills[0] = SkillLibrary.Medic; skills[1] = SkillLibrary.Medic; skills[2] = SkillLibrary.Admin; skills[3] = SkillLibrary.Computer; skills[4] = SkillLibrary.Int; skills[5] = SkillLibrary.Edu; Material.Add(BenefitLibrary.LowPsg); Material.Add(BenefitLibrary.Edu); Material.Add(BenefitLibrary.Edu); Material.Add(BenefitLibrary.Weapon); Material.Add(BenefitLibrary.Instruments); Material.Add(BenefitLibrary.MidPsg); Cash[0] = 20000; Cash[1] = 20000; Cash[2] = 20000; Cash[3] = 30000; Cash[4] = 40000; Cash[5] = 60000; Cash[6] = 100000; Ranks[0] = Resources.Rank_Doctor; }
void _Reset() { mTable = null; mOwner = null; _ClearAtkDef(); Casting = false; CastEndCallback = null; CurTime = 0f; mIsCrit = false; mAtkDefIndex = 0; HitedUnits.Clear(); }
public void OnInit(int id, BattleUnit owner) { mOwner = null; mTable = SkillTableManager.instance.Find((uint)id); CurTime = 0f; Casting = false; }