public void setWizardFeatures(Data wizardFeatures) { wizardFeatures.abilName = "Wizard Class Features"; wizardFeatures.dlevel = 0; wizardFeatures.dClass = "Wizard"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int cans[] = {3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5}; int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; // add other spell slots for later levels here. // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, false, false, true, true, false}; wizardFeatures.profbonus = pbonus; wizardFeatures.knownCantrips = cans; wizardFeatures.spellslots1 = slot1; wizardFeatures.hitdie = 6; wizardFeatures.armorProf = "None"; wizardFeatures.weaponProf = "Dagger, Darts, Slings, Quarterstaffs, Light Crossbows"; // {0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10 ,11 // ,12 ,13 ,14 ,15 ,16 ,17 } boolean classskills[] = { false, false, true, false, false, true, true, false, true, true, false, false, false, false, true, false, false, false }; wizardFeatures.numclassSkills = 2; wizardFeatures.chaClassSkills = classskills; wizardFeatures.savingThrows = saves; wizardFeatures.toolProf = "Three musical instraments of your choice."; }
public void setWarlockFeatures(Data warlockFeatures) { warlockFeatures.abilName = "Warlock Class Features"; warlockFeatures.dlevel = 0; warlockFeatures.dClass = "Warlock"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; int spells[] = {2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15}; int slot1[] = {1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4}; int slotlevel[] = {1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5}; int inv[] = {0, 2, 2, 2, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8}; // add other spell slots for later levels here. // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, false, false, false, true, true}; warlockFeatures.classPoints = slotlevel; // this is the level of the spell slots. warlockFeatures.profbonus = pbonus; warlockFeatures.knownCantrips = cans; warlockFeatures.knownSpells = spells; warlockFeatures.spellslots1 = slot1; warlockFeatures.invocations = inv; warlockFeatures.hitdie = 8; warlockFeatures.armorProf = "Light Armor"; warlockFeatures.weaponProf = "Simple Weapons"; // {0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10 ,11 // ,12 ,13 ,14 ,15 ,16 ,17 } boolean classskills[] = { false, false, true, false, true, true, false, true, true, false, true, false, false, false, true, false, false, false }; warlockFeatures.numclassSkills = 2; warlockFeatures.chaClassSkills = classskills; warlockFeatures.savingThrows = saves; }
public void setDruidFeature(Data druidFeatures) { druidFeatures.abilName = "Druid Class Features"; druidFeatures.dlevel = 0; druidFeatures.dClass = "Druid"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, false, false, true, true, false}; druidFeatures.profbonus = pbonus; druidFeatures.knownCantrips = cans; druidFeatures.spellslots1 = slot1; druidFeatures.hitdie = 8; druidFeatures.armorProf = "Light Armor, Medium Armor, Shields (but nothing made of metal)"; druidFeatures.weaponProf = "Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears"; druidFeatures.numclassSkills = 2; // {0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10 ,11 // ,12 ,13 ,14 ,15 ,16 ,17 } boolean classskills[] = { false, true, true, false, false, false, true, false, false, true, true, false, true, false, true, false, false, true }; druidFeatures.toolProf = "Herbalism Kit"; druidFeatures.chaClassSkills = classskills; druidFeatures.savingThrows = saves; }
public void setBardFeatures(Data bardFeatures) { bardFeatures.abilName = "Bard Class Features"; bardFeatures.dlevel = 0; bardFeatures.dClass = "Bard"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; int spells[] = {4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 15, 16, 18, 19, 19, 20, 22, 22, 22}; int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}; // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, true, false, false, false, true}; // add other spell slots for later levels here. bardFeatures.profbonus = pbonus; bardFeatures.knownCantrips = cans; bardFeatures.knownSpells = spells; bardFeatures.spellslots1 = slot1; bardFeatures.hitdie = 8; bardFeatures.armorProf = "Light Armor"; bardFeatures.weaponProf = "Simple Weapons, Hand Crossbow, Longswords, Rapiers, Shortswords"; // Skills alphabetically: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, // Insight, Intimidation,Investigation, Medicine, Nature, Perception, Performance, Persuasion, // Religion, Sleight of Hand, Stealth, Survival. boolean classskills[] = { true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true }; bardFeatures.numclassSkills = 3; bardFeatures.chaClassSkills = classskills; bardFeatures.savingThrows = saves; bardFeatures.toolProf = "Three musical instraments of your choice."; }
public void setClericFeature(Data clericFeatures) { clericFeatures.abilName = "Cleric Class Features"; clericFeatures.dlevel = 0; clericFeatures.dClass = "Cleric"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int cans[] = {3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5}; int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5}; String domain[] = {"Knowledge", "Life", "Light", "Nature", "Tempest", "Trickery", "War"}; // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, false, false, false, true, true}; clericFeatures.profbonus = pbonus; clericFeatures.knownCantrips = cans; clericFeatures.spellslots1 = slot1; clericFeatures.hitdie = 8; clericFeatures.armorProf = "Light Armor, Medium Armor, Shields"; clericFeatures.weaponProf = "All Simple Weapons"; clericFeatures.numclassSkills = 2; // Skills alphabetically: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, // Insight, Intimidation,Investigation, Medicine, Nature, Perception, Performance, Persuasion, // Religion, Sleight of Hand, Stealth, Survival. boolean classskills[] = { false, false, false, false, false, true, true, false, false, true, false, true, false, false, true, false, false, false }; clericFeatures.chaClassSkills = classskills; clericFeatures.savingThrows = saves; clericFeatures.cDomain = domain; }