public void SorcSubGen(PlayerClass pc, PlayerStat ps) { int subclassnum = rand.Next(0, 1); switch (subclassnum) { case 0: pc.SubClassName = "Draconic Bloodline"; break; case 1: pc.SubClassName = "Wild Magic"; break; } }
public PlayerClass(int level, PlayerStat stats) { // Class Selector will select and determine class, passing it to a class function // class function will be child of this class // HP should be calculated within the class int Level = level; // Generate these numbers and update stat sheet. // Function needed to gernate ASI result should include pushing ASI to PlayerStats in random selection per each level; // ASI = ASIGen(Level, Stats); ASI = 0; // Proficiensies should be true and the selected profic should be true in PlayerStat; // Proficiencies = ProGen(Level, Stats); Proficiencies = false; // Generate Hp and update PlayerStat, happen in each Player class; ClassHP = 0; }
public void WarlockSubGen(PlayerClass pc, PlayerStat ps) { int subclassnum = rand.Next(2, 3); switch (subclassnum) { case 0: pc.SubClassName = "The Archfey"; break; case 1: pc.SubClassName = "The Great Old One"; break; case 2: pc.SubClassName = "The Fiend"; break; } }
public PlayerStat Wizard(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose { "Arcana", "History", "Insight", "Investigation", "Medicine", "Religion"}; int[] SkillList = { 5, 4, 6, 8, 9, 14 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.IntSaveB = true; Stats.WisSaveB = true; // Hp Generation int Base = 6; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; WizSubGen(pClass, Stats); return(Stats); }
public PlayerStat Warlock(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose { "Arcana", "Deception", "History", "Intimidation", "Investigation", "Nature", "Religion"}; int[] SkillList = { 5, 3, 4, 7, 8, 10, 14 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.WisSaveB = true; Stats.ChaSaveB = true; // Hp Generation int Base = 8; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; WarlockSubGen(pClass, Stats); return(Stats); }
public PlayerStat Sorcerer(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose {"Arcana","Deception","Insight","Intimidation", "Persuasion", "Religion"}; int[] SkillList = { 5, 3, 6, 7, 13, 14 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.ConSaveB = true; Stats.ChaSaveB = true; // Hp Generation int Base = 6; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; SorcSubGen(pClass, Stats); return(Stats); }
public PlayerStat Rogue(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 4; // Skills: Choose { "Acrobatics", "Athletics", "Deception","Insight","Intimidation","Investigation", "Perception", "Performance", "Persuasion", "SleightofHand", "Stealth"}; int[] SkillList = { 2, 1, 3, 6, 7, 8, 11, 12, 13, 15, 16 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.IntSaveB = true; Stats.DexSaveB = true; // Hp Generation int Base = 8; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; RogueSubGen(pClass, Stats); return(Stats); }
public PlayerStat Ranger(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 3; // Skills: Choose {"AnimalHandling","Athletics","Insight","Investigation","Nature", "Perception", "Stealth", "Survival"}; int[] SkillList = { 0, 1, 6, 8, 10, 11, 16, 17 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.StrSaveB = true; Stats.DexSaveB = true; // Hp Generation int Base = 10; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; RangerSubGen(pClass, Stats); return(Stats); }
public PlayerStat Paladin(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose { "Athletics","Insight","Intimidation","Medicine", "Persuasion", "Religion"}; int[] SkillList = { 1, 6, 7, 9, 13, 14 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.WisSaveB = true; Stats.ChaSaveB = true; // Hp Generation int Base = 10; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; PaladinSubGen(pClass, Stats); return(Stats); }
public PlayerStat Monk(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose { "Acrobatics","Athletics","History","Insight","Religion", "SleightofHand", "Stealth"} int[] SkillList = { 2, 1, 4, 6, 14, 15, 16 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.StrSaveB = true; Stats.DexSaveB = true; // Hp Generation int Base = 8; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; MonkSubGen(pClass, Stats); return(Stats); }
public PlayerStat Fighter(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose{ "Acrobatics", "AnimalHandling","Athletics","History","Insight","Intimidation","Perception", "Survival"}; int[] SkillList = { 2, 0, 1, 4, 6, 7, 11, 17 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.StrSaveB = true; Stats.ConSaveB = true; // Hp Generation int Base = 10; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; FighterSubGen(pClass, Stats); return(Stats); }
public PlayerStat Druid(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills: Choose { "AnimalHandling", "Arcana", "Insight", "Medicine", "Nature", "Perception", "Religion", "Survival"}; int[] SkillList = { 0, 5, 6, 9, 10, 11, 14, 17 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.IntSaveB = true; Stats.WisSaveB = true; // Hp Generation int Base = 8; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; DruidSubGen(pClass, Stats); return(Stats); }
public PlayerStat Cleric(int level, PlayerStat Stats, PlayerClass pClass) { int Level = level; int NumOfPro = 2; // Skills:{"History", "Insight", "Medicine", "Religion"}; int[] SkillList = { 4, 6, 7, 9, 14 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); // ASI assignment Stats = ASIGen(Level, Stats, pClass); Stats.WisSaveB = true; Stats.ChaSaveB = true; // Hp Generation int Base = 8; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; ClericSubGen(pClass, Stats); return(Stats); }
public PlayerStat Bard(int level, PlayerStat Stats, PlayerClass pClass) { ClassName = "Bard"; int Level = level; int NumOfPro = 3; // Skills: Choose two fro{ "Acrobatics", "AnimalHandling", "Arcana", "Athletics", "Deception", "History","Insight","Intimidation","Investigation", "Medicine", "Nature", "Perception", "Performance", "Persuasion", "Religion", "SleightofHand", "Stealth", "Survival"}; int[] SkillList = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17 }; pClass.Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); Stats.DexSaveB = true; Stats.ChaSaveB = true; // ASI assignment Stats = ASIGen(Level, Stats, pClass); // Hp Generation int Base = 8; int ConMod = Stats.ConMod; pClass.ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; BardSubGen(pClass, Stats); return(Stats); }
public PlayerStat Barbarian(int level, PlayerStat Stats, PlayerClass pClass) { ClassName = "Barbarian"; int Level = level; int NumOfPro = 2; // Skills: { "AnimalHandling", "Athletics", "Intimidation", "Nature", "Perception", "Survivial" }; int[] SkillList = { 0, 1, 7, 10, 11, 17 }; Proficiencies = ProGen(Level, Stats, NumOfPro, SkillList); Stats.StrSaveB = true; Stats.ConSaveB = true; // ASI assignment Stats = ASIGen(Level, Stats, pClass); // Hp Generation int Base = 12; int ConMod = Stats.ConMod; ClassHP = HPCalc(Level, Base, ConMod); Stats.HitPoints += ClassHP; BarbSubGen(pClass, Stats); return(Stats); }
public void WizSubGen(PlayerClass pc, PlayerStat ps) { int subclassnum = rand.Next(4, 5); switch (subclassnum) { case 0: pc.SubClassName = "School of Abjuration"; break; case 1: pc.SubClassName = "School of Conjuration"; break; case 2: pc.SubClassName = "School of Divination"; break; case 3: pc.SubClassName = "School of Enchantment"; break; case 4: pc.SubClassName = "School of Evocation"; break; case 5: pc.SubClassName = "School of Illusion"; break; case 6: pc.SubClassName = "School of Necromancy"; break; case 7: pc.SubClassName = "School of Transmutation"; break; } }