public Race() { Name = ""; Key = ""; Description = "empty"; StartingAttributes = new List <GameValue>(); SkillProficiencies = new List <SkillProficiency>(); Resistances = new List <ResistanceData>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); ExpModifier = 1.0f; BaseSpeed = 10; Upkeep = new UpkeepData(); StartingWealth = new GameValue(); scale = Vector3.one; maleDefaultHair = ""; maleDefaultBeard = ""; femaleDefaultHair = ""; femaleDefaultBeard = ""; }
public Profession(string name, string key, string description, int hire_cost, UpkeepData upkeep, GameValue wealth) { Name = name; Key = key; Description = description; HealthPerLevel = new GameValue(); StaminaPerLevel = new GameValue(); EssencePerLevel = new GameValue(); MinimumAttributes = new List <int>(); int index = 0; for (int i = 0; i < (int)BaseAttribute.Number; i++) { MinimumAttributes.Add(0); index++; } AttributePriorities = new List <BaseAttribute>(); SkillProficiencies = new List <SkillProficiency>(); StartingItems = new List <ItemShort>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); BaseHireCost = hire_cost; Upkeep = new UpkeepData(upkeep); StartingWealth = new GameValue(wealth); }
public UpkeepData(UpkeepData data) { Coin = data.Coin; Rations = data.Rations; Materials = data.Materials; Essence = data.Essence; }
public PcData() { wealth = 0; upkeep = new UpkeepData(); name = new FantasyName(); gender = Gender.None; background = null; status = PcStatus.Idle; faction = Faction.Player; raceKey = ""; professionKey = ""; description = ""; listIndex = -1; partyIndex = -1; hair = "Hair 01"; beard = ""; maxAccessories = 1; level = 0; experience = 0; expToLevel = 0; maxExp = 0; expBonus = 0; attributes = new AttributeManager(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Base, new Attribute(AttributeType.Base, i, 1)); } for (int i = 0; i < (int)DerivedAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Derived, new Attribute(AttributeType.Derived, i, 0)); } for (int i = 0; i < (int)DamageType.Number; i++) { attributes.AddAttribute(AttributeListType.Resistance, new Attribute(AttributeType.Resistance, i, 0)); } for (int i = 0; i < (int)Skill.Number; i++) { attributes.SetSkill(new Attribute(AttributeType.Skill, i, 0)); } abilities = new CharacterAbilities(); inventory = new CharacterInventory(); }
public PcData(FantasyName name, Gender gender, int level, string raceKey, string professionKey, string hair, string beard, int listIndex, int partyIndex, int power_slots, int spell_slots) { wealth = 0; upkeep = new UpkeepData(); this.name = name; this.gender = gender; this.raceKey = raceKey; this.professionKey = professionKey; this.listIndex = listIndex; this.partyIndex = partyIndex; this.hair = hair; this.beard = beard; maxAccessories = Random.Range(1, 4); level = 0; experience = 0; expToLevel = 0; maxExp = 0; expBonus = 0.0f; attributes = new AttributeManager(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Base, new Attribute(AttributeType.Base, i, 1)); } for (int i = 0; i < (int)DerivedAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Derived, new Attribute(AttributeType.Derived, i, 0)); } for (int i = 0; i < (int)DamageType.Number; i++) { attributes.AddAttribute(AttributeListType.Resistance, new Attribute(AttributeType.Resistance, i, 0)); } for (int i = 0; i < (int)Skill.Number; i++) { attributes.SetSkill(new Attribute(AttributeType.Skill, i, 0)); } abilities = new CharacterAbilities(this, power_slots, spell_slots); inventory = new CharacterInventory(); faction = Faction.Player; }
public PcData(PcData pc) { name = pc.Name; gender = pc.gender; wealth = pc.Wealth; upkeep = new UpkeepData(pc.Upkeep); background = new Background(pc.background); raceKey = pc.raceKey; professionKey = pc.professionKey; listIndex = pc.listIndex; partyIndex = pc.PartyIndex; hair = pc.hair; beard = pc.beard; description = pc.description; level = pc.Level; experience = pc.Experience; expToLevel = pc.ExpToLevel; maxExp = pc.MaxExp; expBonus = pc.ExpBonus; attributes = new AttributeManager(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Base, new Attribute(pc.attributes.GetAttribute(AttributeListType.Base, i))); } for (int i = 0; i < (int)DerivedAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Derived, new Attribute(pc.attributes.GetAttribute(AttributeListType.Derived, i))); } for (int i = 0; i < (int)DamageType.Number; i++) { attributes.AddAttribute(AttributeListType.Resistance, new Attribute(pc.attributes.GetAttribute(AttributeListType.Resistance, i))); } for (int i = 0; i < (int)Skill.Number; i++) { attributes.SetSkill(new Attribute(pc.attributes.GetSkill(i))); } abilities = new CharacterAbilities(pc); inventory = new CharacterInventory(pc.inventory); faction = Faction.Player; }
public Race(string name, string key, string male, string female, bool small, string wings, string horns, bool helm, bool shoes, GameValue health, GameValue stamina, GameValue essence, int movement, float exp_mod, UpkeepData upkeep, GameValue wealth, Vector3 scale, string maleHair, string maleBeard, string femaleHair, string femaleBeard) { Name = name; Key = key; Description = "empty"; maleModelPath = male; femaleModelPath = female; Short = small; wingsPath = wings; hornsPath = horns; maleDefaultHair = maleHair; maleDefaultBeard = maleBeard; femaleDefaultHair = femaleHair; femaleDefaultBeard = femaleBeard; HelmAllowed = helm; ShoesAllowed = shoes; this.scale = scale; StartingAttributes = new List <GameValue>(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { StartingAttributes.Add(new GameValue(5, 4)); } SkillProficiencies = new List <SkillProficiency>(); Resistances = new List <ResistanceData>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); HealthPerLevel = new GameValue(health.Number, health.Die); StaminaPerLevel = new GameValue(stamina.Number, stamina.Die); EssencePerLevel = new GameValue(essence.Number, essence.Die); ExpModifier = exp_mod; BaseSpeed = movement; Upkeep = new UpkeepData(upkeep); StartingWealth = new GameValue(wealth); }
public void CalculateUpkeep() { upkeep = new UpkeepData(); Race race = Database.GetRace(raceKey); Upkeep.Coin = race.Upkeep.Coin; Upkeep.Essence = race.Upkeep.Essence; Upkeep.Materials = race.Upkeep.Materials; Upkeep.Rations = race.Upkeep.Rations; Profession profession = Database.GetProfession(professionKey); Upkeep.Coin += profession.Upkeep.Coin; Upkeep.Essence += profession.Upkeep.Essence; Upkeep.Materials += profession.Upkeep.Materials; Upkeep.Rations += profession.Upkeep.Rations; wealth = Database.Races[raceKey].StartingWealth.Roll(false) + Database.Professions[professionKey].StartingWealth.Roll(false); }
public Profession() { Name = ""; Key = ""; Description = "empty"; HealthPerLevel = new GameValue(); StaminaPerLevel = new GameValue(); EssencePerLevel = new GameValue(); MinimumAttributes = new List <int>(); AttributePriorities = new List <BaseAttribute>(); SkillProficiencies = new List <SkillProficiency>(); StartingItems = new List <ItemShort>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); BaseHireCost = 0; Upkeep = new UpkeepData(); StartingWealth = new GameValue(); }