private void GetClassAbilitiesSelected(ClassModel classModel) { ClassAbilitiesSelectedId = classModel.ClassAbilities.Select(x => x.Id).ToList(); }
public List<ClassModel> RealClasses() { var list = new List<ClassModel>(); var bandit = new ClassModel { Name = "Bandit", HitDieType = 8, Level = 2, Strength = 11, Dexterity = 12, Constitution = 12, Intelligence = 10, Wisdom = 10, Charisma = 10, Proficiencies = new List<ProficiencyModel> { }, ClassAbilities = new List<ClassAbilityModel> { }, Attacks = new List<AttackModel> { AttacksList.AttackGet("scimitar"), AttacksList.AttackGet("light crossbow") }, BaseArmourClass = 2, Movement = 30 }; bandit.HitPoints = bandit.HitPointsAverageGet(); bandit.ProficencyBonus = LevelConstants.ProficiencyBonus(bandit.Level); list.Add(bandit); var banditLeader = new ClassModel { Name = "Bandit Leader", HitDieType = 8, Level = 4, Strength = 13, Dexterity = 12, Constitution = 14, Intelligence = 10, Wisdom = 10, Charisma = 12, BaseArmourClass = 2, Proficiencies = new List<ProficiencyModel> { ProficiencyList.ProfGet(Proficiencies.Perception), ProficiencyList.ProfGet(Proficiencies.ConstitutionSave), ProficiencyList.ProfGet(Proficiencies.Survival) }, ClassAbilities = new List<ClassAbilityModel> { AbilityList.AbilityGet("sneak attack") }, Attacks = new List<AttackModel> { AttacksList.AttackGet("longsword"), AttacksList.AttackGet("light crossbow") }, Movement = 30 }; banditLeader.HitPoints = banditLeader.HitPointsAverageGet(); banditLeader.ProficencyBonus = LevelConstants.ProficiencyBonus(banditLeader.Level); list.Add(banditLeader); return list; }