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brainfrz | PRO | 10/31/15 06:02:08 PM UTC | 0 ⭐ | 786 👁️ | Never ⏰ | []
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// Class that was implicitly defined:
public class Profession {
    WillSaveType will;
    FortitudeSaveType fortitude;
    ReflexSaveType reflex;
 
    Profession(WillSaveType wil, FortitudeSaveType fort, ReflexSaveType ref) {
        will = wil;
        fortitude = fort;
        reflex = ref;
    }
}
 
 
// List of Profession instances
Profession BARBARIAN = new Profession(WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.POOR);
Profession BARD      = new Profession(WillSaveType.GOOD, FortitudeSaveType.POOR, ReflexSaveType.GOOD);
Profession CLERIC    = new Profession(WillSaveType.GOOD, FortitudeSaveType.GOOD, ReflexSaveType.POOR);
Profession DRUID     = new Profession(WillSaveType.GOOD, FortitudeSaveType.GOOD, ReflexSaveType.POOR);
Profession FIGHTER   = new Profession(WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.GOOD);
Profession HOLYBLADE = new Profession(WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.POOR);
Profession MAGE      = new Profession(WillSaveType.GOOD, FortitudeSaveType.GOOD, ReflexSaveType.GOOD);
Profession RANGER    = new Profession(WillSaveType.GOOD, FortitudeSaveType.GOOD, ReflexSaveType.GOOD);
Profession ROGUE     = new Profession(WillSaveType.POOR, FortitudeSaveType.POOR, ReflexSaveType.GOOD);
Profession WARRIOR   = new Profession(WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.POOR);
Profession WIZARD    = new Profession(WillSaveType.GOOD, FortitudeSaveType.POOR, ReflexSaveType.POOR);
// Extending to other potential professions:
Profession DOCTOR    = new Profession(WillSaveType.GOOD, FortitudeSaveType.POOR, ReflexSaveType.GOOD);
Profession AUTHOR    = new Profession(WillSaveType.GOOD, FortitudeSaveType.POOR, ReflexSaveType.POOR);
/* Snip all other Professions that can possibly exist */
Profession MECHANIC  = new Profession(WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.GOOD);
 
// The type of Professions I will accept:
public enum ProfessionType {
    RANGER      (WillSaveType.GOOD, FortitudeSaveType.GOOD, ReflexSaveType.GOOD),
    ROGUE       (WillSaveType.POOR, FortitudeSaveType.POOR, ReflexSaveType.GOOD),
    WARRIOR     (WillSaveType.POOR, FortitudeSaveType.GOOD, ReflexSaveType.POOR),
    WIZARD      (WillSaveType.GOOD, FortitudeSaveType.POOR, ReflexSaveType.POOR);
}

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