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 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 setMonkFeatures(Data monkFeatures) { monkFeatures.abilName = "Monk Class Features"; monkFeatures.dlevel = 0; monkFeatures.dClass = "Monk"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int marts[] = {4, 4, 4, 4, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 10, 10, 10, 10}; int ki[] = {0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20}; // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {true, true, false, false, false, false}; monkFeatures.profbonus = pbonus; monkFeatures.classPoints = ki; monkFeatures.mArts = marts; monkFeatures.hitdie = 8; monkFeatures.armorProf = "None"; monkFeatures.weaponProf = "Simple Weapons, Shortswords"; // {0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10 ,11 ,12 // ,13 ,14 ,15 ,16 ,17 } boolean classskills[] = { true, false, false, true, false, true, true, false, false, false, false, false, false, false, true, false, false, true }; monkFeatures.numclassSkills = 2; monkFeatures.chaClassSkills = classskills; monkFeatures.savingThrows = saves; monkFeatures.toolProf = "Choose one type of artisan’s tools or one musical instrument."; }
public void setRogueFeatures(Data rogueFeatures) { rogueFeatures.abilName = "Rogue Class Features"; rogueFeatures.dlevel = 0; rogueFeatures.dClass = "Rogue"; int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6}; int sneekDie[] = {1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10}; // add other spell slots for later levels here. // {Str, Dex ,Con ,Int ,Wis ,Cha }; boolean saves[] = {false, true, false, true, false, false}; rogueFeatures.profbonus = pbonus; rogueFeatures.sneakDice = sneekDie; rogueFeatures.hitdie = 8; rogueFeatures.armorProf = "Light Armor"; rogueFeatures.weaponProf = "Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword"; // {0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10 ,11 // ,12 ,13 ,14 ,15 ,16 ,17 } boolean classskills[] = { true, false, false, true, true, false, true, true, true, false, false, true, false, true, false, true, true, false }; rogueFeatures.numclassSkills = 4; rogueFeatures.chaClassSkills = classskills; rogueFeatures.savingThrows = saves; rogueFeatures.toolProf = "Theives Tools"; }
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; }