public Dictionary <Attribute, int> RollAttibutes() { OriginalAttributes.Add(Attribute.Strength, DiceRoll.Roll(3, DiceType.D6)); OriginalAttributes.Add(Attribute.Dexterity, DiceRoll.Roll(3, DiceType.D6)); OriginalAttributes.Add(Attribute.Intelligence, DiceRoll.Roll(3, DiceType.D6)); OriginalAttributes.Add(Attribute.Wisdom, DiceRoll.Roll(3, DiceType.D6)); OriginalAttributes.Add(Attribute.Constitution, DiceRoll.Roll(3, DiceType.D6)); OriginalAttributes.Add(Attribute.Charisma, DiceRoll.Roll(3, DiceType.D6)); SetAmendedAttributesToOriginal(); return(OriginalAttributes); }
public void SetClass(ClassType classType) { ClassType = classType; int hitPointBonus = AttributeBonuses.GetConstitution_HitPointBonus(OriginalAttributes[Attribute.Constitution]); switch (classType) { case ClassType.Fighter: { PrimeRequisite = Attribute.Strength; HitPoints = Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D8), hitPointBonus); break; } case ClassType.Thief: { PrimeRequisite = Attribute.Dexterity; HitPoints = Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D4), hitPointBonus); break; } case ClassType.MagicUser: { PrimeRequisite = Attribute.Intelligence; HitPoints = Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D4), hitPointBonus); break; } case ClassType.Cleric: { PrimeRequisite = Attribute.Wisdom; HitPoints = Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D6), hitPointBonus); break; } } }
public void LevelUpCharacter() { hitPoints += Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D6), ConBonus_HitPointAdjustment); }
public void LevelUpCharacter(int newLevel) { hitPoints += Character.GetAdditionalHitPointsForNewLevel(DiceRoll.Roll(1, DiceType.D4), ConBonus_HitPointAdjustment); SetThievesAbilities(newLevel); }